Difference between revisions of "Server:MacSupport"

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== Login ==
== Login ==
When a client first authenticates to the loginserver, it sends the <span style="font-weight:bold">OP_LoginOSX</span> opcode followed by the username/password and eqworld-52.989studios.com.  This url is no longer used but rather parsed server-side to validate mac clients (see [https://github.com/EQArchives/EQMacEmu/blob/09da8370ff01ea671fbc772511579b8d4876741e/loginserver/client.cpp#L62 OP_LoginOSX] and [https://github.com/EQArchives/EQMacEmu/blob/09da8370ff01ea671fbc772511579b8d4876741e/loginserver/client.cpp#L245 handle_login] behavior).
When a client first authenticates to the loginserver, it sends the <span style="font-weight:bold">OP_LoginOSX</span> opcode followed by the username/password and eqworld-52.989studios.com as a UDP datagramThe url is no longer used but rather parsed server-side to validate mac clients (see [https://github.com/EQArchives/EQMacEmu/blob/09da8370ff01ea671fbc772511579b8d4876741e/loginserver/client.cpp#L62 OP_LoginOSX] and [https://github.com/EQArchives/EQMacEmu/blob/09da8370ff01ea671fbc772511579b8d4876741e/loginserver/client.cpp#L245 handle_login] behavior).


The key difference between a Windows Client and OSX client successfully authenticating is the following [https://github.com/EQArchives/EQMacEmu/blob/09da8370ff01ea671fbc772511579b8d4876741e/loginserver/client.cpp#L337|block of code] that sends an extra packet:
The key difference between a Windows Client and OSX client successfully authenticating is the following [https://github.com/EQArchives/EQMacEmu/blob/09da8370ff01ea671fbc772511579b8d4876741e/loginserver/client.cpp#L337 block of code] in the loginserver source that sends an extra packet to the client telling it which world server to connect to:
<pre>
<pre>
string buf = server.options.GetNetworkIP();
string buf = server.options.GetNetworkIP();

Revision as of 01:17, 22 December 2023

Mac support requires special care to provide a server name to the client application. This is typically handled by the server, but it is possible to also manipulate it at client level using Apple IPC mechanisms (as Solar did for the PPC launcher).

Opcodes

All opcodes are found at login_opcodes_oldver.conf but the following are relevant to this discussion:

  • OP_SessionReady=0x5900
  • OP_LoginOSX=0x8e00
  • OP_LoginAccepted=0x0400
  • OP_LoginComplete=0x8800
  • OP_ServerName=0x4900
  • OP_LoginBanner=0x5200

Login

When a client first authenticates to the loginserver, it sends the OP_LoginOSX opcode followed by the username/password and eqworld-52.989studios.com as a UDP datagram. The url is no longer used but rather parsed server-side to validate mac clients (see OP_LoginOSX and handle_login behavior).

The key difference between a Windows Client and OSX client successfully authenticating is the following block of code in the loginserver source that sends an extra packet to the client telling it which world server to connect to:

string buf = server.options.GetNetworkIP();
auto outapp2 = new EQApplicationPacket(OP_ServerName, (uint32)buf.length() + 1);
strncpy((char*)outapp2->pBuffer, buf.c_str(), buf.length() + 1);
connection->QueuePacket(outapp2);
delete outapp2;
sentsessioninfo = true;

GetNetworkIP() pulls the world server's URL from you login.ini file and/or the database as mentioned previously. This leaves you with a packet containing "0x4900" and your server's URL which the client will then use to reach server select.

Server Selection

Mac Clients do not have a server select option. As a result, server selection is passed to them after successful login. While there is a way to have the client select a server based on an Apple IPC mechanism, the server is currently hardcoded as a configuration setting in `login.ini` as well as the `loginserversettings` table.