CCharacter::UseAtkSkill's hitmod formula was missing the "+ Stats->Level"
term that CCharacter::NormalAttack's equivalent hitmod already has --
despite the comment directly above it ("skill attacks now based on a
percentage of base attack power so that they scale with level")
promising exactly that. Net effect: a skill with atkpower=100 computed
the same base Attack as a plain auto-attack, but without the level
bonus or crit chance auto-attacks get, so skills ended up hitting no
harder (often weaker) than basic attacks.
This only touches genuine damage skills (skilltype 3/6 dispatched via
SKILL_ATTACK in worldpackets.cpp:pakStartSkill); buffs/heals/status
effects/resurrect (skilltype 9/11/13/20, SKILL_BUFF and friends) run
through entirely separate code and are untouched.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
CWorldServer::RandNumber (and three inlined copies of the same pattern
in worldpackets.cpp's item-refine code) computed "range*rand()" in
integer arithmetic before dividing by (RAND_MAX + 1.0). On Windows
RAND_MAX is 32767 (15-bit), so this never overflowed. On Linux/glibc
RAND_MAX is 2147483647 (2^31-1), so "range*rand()" overflows a 32-bit
UINT for the vast majority of rand() outputs, wrapping to a small
value -- the division by ~2^31 then collapses the result to ~0 or 1
almost always, regardless of the requested range. This made every
percentage-based roll in the game (item drop selection, refine
durability/stats, and anything else using RandNumber) behave as if
called with range 1-2 instead of the real range, which is why item
drops effectively never triggered post-port. Cast to double before
the multiply so it can't overflow.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Welcome message default/example changed from "Welcome to ROSE" to
"Welcome to ROSS", and the hardcoded post-login system message
replaced with a ROSS-specific credit line.
Also re-enable the codedebug SendPM lines in GetNewDrop that report
the raw randv/money/zulyrate/item/itemrate values behind each
zuly-vs-item roll (previously commented out) -- needed to diagnose
in-game why item drops are still rare/absent after the drop-rate and
item-index fixes, without guessing at STB drop-table values blind.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
GetNewDrop's weighted item-index selection used a do-while that
increments before its first RunningTotal check, so index 0 (the first
item slot in every drop table) could never be selected -- for the 51
drop tables that only populate item slot 1 (all others zero), this
silently discarded every roll ("item at itemindex does not exist"),
so those mobs/maps never dropped an item at all. Switch to a pre-check
while loop so index 0 is reachable.
Also: battle.cpp's kill-drop loop runs GetDrop()/AddDrop() exactly
Stats->itemdroprate + Config.DROP_RATE times, not as a probability --
with the shipped drop_rate=2 every kill produced two independently
rolled drops (hence always-doubled Zuly boxes for characters with no
item-drop-rate gear). Default drop_rate to 1 so a kill yields one
roll by default; gear/GM commands that raise itemdroprate still grant
extra rolls as designed.
Also default dropdelay to 0: the killed-monster's loot became visible
to clients only after Config.DropDelay (1s) *plus* the next
VisualDelay tick (200ms), giving a ~1.2s lag before drops appeared.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
GetNewDrop() allocated newdrop up front but returned NULL without
freeing it on every rejection path (failed drop-rate check, missing
drop table, unknown item type, etc.), leaking on every non-drop roll.
Free it on all early-return paths, and only assign a clientid once a
drop is actually going to be returned.
CPacket::AddByte/Word/DWord/QWord/Float now bounds-check against the
buffer before writing, preventing an overflow if a packet is built
past its allocated size.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Several quest-loading loops used <=N over arrays sized N (Variables,
Switches, Items, EpisodeVar, JobVar, PlanetVar, UnionVar), writing one
element past the end on every character load. Also guard STB_QUEST
table lookups with a rowcount bounds check before indexing by
QuestID, which could otherwise read out of bounds for stale/invalid
quest ids.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
POSIX clock() sums CPU time across every thread in the process, unlike
Windows' clock() which tracks wall-clock milliseconds. With several
worker threads running, respawn/spawn/AI timers based on clock() raced
far ahead of real elapsed time. Switch spawn-timer bookkeeping to
time(NULL)/time_t (seconds) throughout the world server, and add a
portable clock() shim in sockets.h (backed by CLOCK_MONOTONIC,
millisecond resolution) for remaining call sites so CLOCKS_PER_SEC==1000
still holds like it did on Windows.
Also: fix MapDelay/VisualDelay/WorldDelay being passed to usleep() (us)
without converting from their configured milliseconds; fix the shutdown
timer likewise; stop leaking the temporary actor used to run an NPC's
AIP script; fix CleanDrops() skipping the element that shifts into
position after an erase.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>