Commit Graph
11 Commits
Author SHA1 Message Date
ThomasandClaude Sonnet 5 9829688a85 Add web admin panel for accounts/characters (login, GM rights, live stats)
New "webadmin" service (Flask + PyMySQL, port 8081) backing a small
server-rendered admin UI:
- Login gated on an existing game account: only accounts with
  accesslevel >= ADMIN_MIN_ACCESSLEVEL (default 900) get in. Password
  is MD5-hashed before comparison since the game client hashes it
  client-side before it ever hits the wire -- accounts.password is
  always an MD5 hex digest, confirmed against existing DB rows.
- Accounts: list/search, create, edit accesslevel/active/password.
- Characters: list/search, create (mirrors the real char-creation
  INSERT in Src/Char Server/charpackets.cpp -- only account_name,
  char_name, face, hairStyle, sex are set, everything else relies on
  the table's own defaults), edit core stats (level, zuly, attributes,
  hp/mp, stat/skill points) and isgm/isdev flags directly.

All queries are parameterized (no string-formatted SQL). No CSRF
protection or rate limiting yet -- acceptable for a small
already-behind-a-high-accesslevel-gate private server, worth
revisiting before ever exposing this port publicly.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-09 07:46:07 +02:00
ThomasandClaude Sonnet 5 f053a06920 Fix core RNG collapsing to ~0-1 on Linux due to integer overflow
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>
2026-07-09 07:24:14 +02:00
ThomasandClaude Sonnet 5 560f6a968f Rebrand welcome messages and re-enable drop-roll debug logging
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>
2026-07-09 07:16:01 +02:00
ThomasandClaude Sonnet 5 46e028c3ec Fix item-drop selection off-by-one and double/slow-drop config defaults
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>
2026-07-09 07:06:25 +02:00
ThomasandClaude Sonnet 5 25c474d286 Ignore local Windows client/data assets and .claude config
Client/, 3Ddata*, KTRose_pre-evo.zip are large local-only assets used
for end-to-end login/game testing, not part of the server source tree.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-09 06:37:31 +02:00
ThomasandClaude Sonnet 5 36857a2eab Add webtools static frontend and serve it via docker-compose
Adds an nginx:alpine service serving webtools/ (item/map lookup
frontend) on port 80 alongside the existing login/char/world stack.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-09 06:35:50 +02:00
ThomasandClaude Sonnet 5 42cf2944ba Trim trailing whitespace in charpackets.cpp
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-09 06:35:35 +02:00
ThomasandClaude Sonnet 5 582e29106b Fix new-account creation failing under MariaDB strict mode
accounts.lastlogin/logtime had no defaults and were NOT NULL, but the
auto-create-account INSERT never set them, so new accounts failed
under MariaDB strict mode (silently accepted under the old MySQL
5.0 target). Insert explicit empty/zero values and give lastlogin a
default; also widen it to varchar(32) to match the runtime.sql fix
already applied to the starttime column.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-09 06:35:31 +02:00
ThomasandClaude Sonnet 5 5f600d0e61 Fix memory leaks and add bounds checks in packet/drop handling
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>
2026-07-09 06:35:18 +02:00
ThomasandClaude Sonnet 5 f59158a95c Fix quest array off-by-ones and add QuestID bounds checks
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>
2026-07-09 06:35:11 +02:00
ThomasandClaude Sonnet 5 725620e23c Fix respawn/spawn timers racing ahead under multi-threading
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>
2026-07-09 06:35:05 +02:00