Port server to Linux and add Docker Compose deployment
Rebuilds (not Wine) the login/char/world servers natively for Linux via CMake, and ships a single Docker image plus docker-compose stack (MariaDB + 3 servers) with all settings configurable via .env. Linux portability: - Src/Common/compat.h shims MSVC-only CRT calls (fopen_s, _strdup, strncpy_s, sprintf_s, SYSTEMTIME/GetLocalTime, WSAGetLastError, __cdecl) and adds a case-insensitive/backslash-tolerant path resolver for the Windows-authored STB/AIP data file paths. - Fixed case-sensitive header includes and filenames (charserver.h vs CharServer.h, worldserver.h vs WorldServer.h, ../common vs ../Common). - rose_inet_addr() resolves hostnames (not just literal IPs) for the server-to-server links, so docker-compose service names work. Fixed three real bugs that only crashed on 64-bit Linux (silently tolerated on 32-bit Windows): - CIntStb::LoadSTB had an inverted fopen success/failure check, so STB game data (zones, items, etc.) was never actually loaded. - GenerateCryptTables allocated its pointer table with sizeof(unsigned) instead of sizeof(unsigned*) -- a 1x vs 2x-size heap overflow on 64-bit. - Crypto bit-twiddling relies throughout on signed-overflow-as-wraparound, which is UB in C++; GCC's -O3 exploited it and miscompiled GenerateCryptTables (Release-only crash). Fixed via -fwrapv. Plus smaller fixes: off-by-one array bounds (inventory/storage/sell data), SO_REUSEADDR on server sockets (containers restarting in the same netns hit TIME_WAIT otherwise), and a va_list reused across multiple vprintf/vfprintf calls in Log() that garbled every formatted log line on the Linux ABI. Docker: - CMakeLists.txt builds all three servers + shared Common code. - Dockerfile: multi-stage build, one runtime image for all three servers, server role selected via `command: [login|char|world]`. - docker-compose.yml: MariaDB (auto-imports database sql files/ on first run) + login/char/world (single channel), config rendered from docker/conf/*.conf.tmpl via envsubst at container start. - .env.example documents every setting (ports, server names, rates, inter-server passwords, PUBLIC_HOST for internet-facing deployments). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -22,31 +22,31 @@
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bool CWorldServer::LoadSTBData( )
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{
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Log( MSG_LOAD, "STB Data " );
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STBStoreData( "3DData\\STB\\LIST_NPC.STB", &STB_NPC );
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STBStoreData( "3DData\\STB\\LIST_SKILL.STB", &STB_SKILL );
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STBStoreData( "3DData\\STB\\LIST_STATUS.STB", &STB_STATUS );
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STBStoreData( "3DData\\STB\\LIST_QUEST.STB", &STB_QUEST );
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STBStoreData( "3DData\\STB\\LIST_FACEITEM.STB", &STB_ITEM[0] );
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STBStoreData( "3DData\\STB\\LIST_CAP.STB", &STB_ITEM[1] );
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STBStoreData( "3DData\\STB\\LIST_BODY.STB", &STB_ITEM[2] );
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STBStoreData( "3DData\\STB\\LIST_ARMS.STB", &STB_ITEM[3] );
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STBStoreData( "3DData\\STB\\LIST_FOOT.STB", &STB_ITEM[4] );
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STBStoreData( "3DData\\STB\\LIST_BACK.STB", &STB_ITEM[5] );
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STBStoreData( "3DData\\STB\\LIST_JEWEL.STB", &STB_ITEM[6] );
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STBStoreData( "3DData\\STB\\LIST_WEAPON.STB", &STB_ITEM[7] );
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STBStoreData( "3DData\\STB\\LIST_SUBWPN.STB", &STB_ITEM[8] );
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STBStoreData( "3DData\\STB\\LIST_USEITEM.STB", &STB_ITEM[9] );
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STBStoreData( "3DData\\STB\\LIST_JEMITEM.STB", &STB_ITEM[10] );
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STBStoreData( "3DData\\STB\\LIST_NATURAL.STB", &STB_ITEM[11] );
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STBStoreData( "3DData\\STB\\LIST_QUESTITEM.STB", &STB_ITEM[12] );
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STBStoreData( "3DData\\STB\\LIST_PAT.STB", &STB_ITEM[13] );
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STBStoreData( "3DData\\STB\\LIST_PRODUCT.STB", &STB_PRODUCT );
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STBStoreData( "3DData\\STB\\LIST_BREAK.STB", &STB_BREAK );
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STBStoreData( "3DData\\STB\\LIST_SELL.STB", &STB_SELL );
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STBStoreData( "3DData\\STB\\LIST_ZONE.STB", &STB_ZONE );
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//STBStoreData( "3DData\\STB\\ITEM_DROP.STB", &STB_DROP );
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STBStoreData("3DData\\STB\\LIST_GRADE.STB", &ListGrade);
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STBStoreData("3DData\\STB\\LIST_UPGRADE.STB", &ListUpGrade);
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STBStoreData( "3DData/STB/LIST_NPC.STB", &STB_NPC );
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STBStoreData( "3DData/STB/LIST_SKILL.STB", &STB_SKILL );
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STBStoreData( "3DData/STB/LIST_STATUS.STB", &STB_STATUS );
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STBStoreData( "3DData/STB/LIST_QUEST.STB", &STB_QUEST );
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STBStoreData( "3DData/STB/LIST_FACEITEM.STB", &STB_ITEM[0] );
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STBStoreData( "3DData/STB/LIST_CAP.STB", &STB_ITEM[1] );
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STBStoreData( "3DData/STB/LIST_BODY.STB", &STB_ITEM[2] );
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STBStoreData( "3DData/STB/LIST_ARMS.STB", &STB_ITEM[3] );
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STBStoreData( "3DData/STB/LIST_FOOT.STB", &STB_ITEM[4] );
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STBStoreData( "3DData/STB/LIST_BACK.STB", &STB_ITEM[5] );
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STBStoreData( "3DData/STB/LIST_JEWEL.STB", &STB_ITEM[6] );
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STBStoreData( "3DData/STB/LIST_WEAPON.STB", &STB_ITEM[7] );
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STBStoreData( "3DData/STB/LIST_SUBWPN.STB", &STB_ITEM[8] );
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STBStoreData( "3DData/STB/LIST_USEITEM.STB", &STB_ITEM[9] );
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STBStoreData( "3DData/STB/LIST_JEMITEM.STB", &STB_ITEM[10] );
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STBStoreData( "3DData/STB/LIST_NATURAL.STB", &STB_ITEM[11] );
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STBStoreData( "3DData/STB/LIST_QUESTITEM.STB", &STB_ITEM[12] );
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STBStoreData( "3DData/STB/LIST_PAT.STB", &STB_ITEM[13] );
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STBStoreData( "3DData/STB/LIST_PRODUCT.STB", &STB_PRODUCT );
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STBStoreData( "3DData/STB/LIST_BREAK.STB", &STB_BREAK );
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STBStoreData( "3DData/STB/LIST_SELL.STB", &STB_SELL );
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STBStoreData( "3DData/STB/LIST_ZONE.STB", &STB_ZONE );
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//STBStoreData( "3DData/STB/ITEM_DROP.STB", &STB_DROP );
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STBStoreData("3DData/STB/LIST_GRADE.STB", &ListGrade);
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STBStoreData("3DData/STB/LIST_UPGRADE.STB", &ListUpGrade);
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return true;
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}
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@@ -882,9 +882,18 @@ bool CWorldServer::LoadEquip( )
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for(int k=0;k<2;k++)
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newequip->stat2[k] = STB_ITEM[j].rows[i][(27+k)];
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newequip->refinetype = STB_ITEM[j].rows[i][45]; //new this is the recipe for refining the item
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newequip->itemgrade = STB_ITEM[j].rows[i][46];
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newequip->raretype = STB_ITEM[j].rows[i][47];
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if (STB_ITEM[j].fieldcount>47)
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{
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newequip->refinetype = STB_ITEM[j].rows[i][45]; //new this is the recipe for refining the item
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newequip->itemgrade = STB_ITEM[j].rows[i][46];
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newequip->raretype = STB_ITEM[j].rows[i][47];
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}
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else
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{
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newequip->refinetype = 0;
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newequip->itemgrade = 0;
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newequip->raretype = 0;
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}
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if(newequip->id > 4999)
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{
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