Files
benilla-octo/crates/benilla-protocol/src/lib.rs
T
SamandClaude Fable 5.1 aa207b4050 settings live in one registry, and the net drain starts to peel
- the CVars are one engine-side table that outlives every interface reload: a change fires its observer, the eight latched rows wait for RestartGx, and /console gains set, cvar_reset, cvar_default, cvarlist and help (2303)
- every push into the interface runs in one feed phase after the net drain and before the tick, held by a structural test on the built schedule (2304)
- subsystems own their packet handlers, dispatched in packet order; the auction house is the first family out of the 273-arm drain (2305)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 16:47:09 +07:00

329 lines
14 KiB
Rust

//! `benilla-protocol` — WoW 1.12.1 (build 5875) auth + world wire protocol.
//!
//! Auth/SRP6 and the world header crypto come from `benilla-srp`; message (de)serialization is
//! in-repo ([`auth`] for the realmd login protocol, [`world`]/[`events`] for the world protocol) —
//! decision 0021. 1.12.1 uses **login protocol version 3**. This crate owns the session logic; the
//! async↔ECS bridge lives in `benilla`. Phase 3: SRP6 logon + realm
//! list.
pub mod auth;
pub mod events;
pub mod guid;
pub mod messages;
pub mod wire;
pub mod world;
pub use auth::AuthReject;
pub use events::{
decode, CharAction, EntityKind, LoginRefusal, LoginStage, MoveSpeeds, Poll, SessionEnd,
SessionEvent, SessionEventKind,
};
pub use messages::field;
pub use messages::{
AttackSwingError, CharCreateReq, CharEnumItem, Character, CorpseLook, CreateSpline, ItemInfo,
JumpInfo, MonsterMoveFacing, MoveMode, MoverState, ObjectFields, OwnerFallback, RelayVerb,
ServerPacket, SpeedKind, SplineMode, TransportPose, CHARACTER_FLAG_GHOST,
CHARACTER_FLAG_HIDE_CLOAK, CHARACTER_FLAG_HIDE_HELM, CHARACTER_FLAG_RENAME,
};
pub use world::{
WardenRequired, WorldAuthReject, WorldReader, WorldSession, WorldWriter, WORLD_PORT,
};
use std::net::TcpStream;
use anyhow::{anyhow, Context, Result};
use benilla_srp::{NormalizedString, PublicKey, SrpClientChallenge, SESSION_KEY_LENGTH};
/// The realmd (auth/login) server port — the stock one a vmangos `realmd` listens on, which our
/// deploy maps straight through (`3724:3724` in the compose file at `vmangos-deploy`).
pub const AUTH_PORT: u16 = 3724;
/// The 1.12.1 client build we present to the server.
pub const CLIENT_BUILD: u16 = 5875;
/// How many logon challenges [`logon`] will ask for while looking for a `B` both serialization
/// conventions read the same way (see the redial comment there). One dial in ~137 comes back
/// ambiguous, so eight is already a probability of about 10⁻¹⁷ of running out.
const MAX_CHALLENGE_DIALS: u32 = 8;
/// Split an optional `:port` off a host string (`play.example.com:3724`). A bare host — or one
/// whose suffix isn't a port, e.g. a raw IPv6 address like `::1` — comes back intact with
/// `default`.
pub fn host_port(host: &str, default: u16) -> (&str, u16) {
match host.rsplit_once(':') {
Some((h, p)) if !h.contains(':') => match p.parse::<u16>() {
Ok(p) => (h, p),
Err(_) => (host, default),
},
_ => (host, default),
}
}
/// The dial never got a socket — **and which of the two reasons it was**.
///
/// This distinction only started mattering when the realmlist became something a player types
/// (decision 1667). Before that the address was a constant and "Unable to connect" could only mean
/// one thing; afterwards it means either *you typed a name that does not exist* or *the address is
/// fine and nothing is answering on it*, and a player with no way to tell them apart edits a
/// correct address over and over. That is exactly what the first live use of the editor produced.
///
/// The split is drawn where it is honest — resolution and connection are two separate operations,
/// so we do them separately rather than reading tea leaves out of one `io::Error` (a DNS failure
/// surfaces as `ErrorKind::Uncategorized` on macOS, so the kind cannot carry this).
#[derive(Debug, Clone)]
pub struct DialFailure {
/// What we tried to reach, as the player would recognise it (`host:port`).
pub address: String,
/// `true` = the host name resolved to nothing; `false` = it resolved and the connection failed.
pub unresolved: bool,
}
impl std::fmt::Display for DialFailure {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
if self.unresolved {
write!(f, "cannot find a server called {}", self.address)
} else {
write!(f, "nothing answered at {}", self.address)
}
}
}
impl std::error::Error for DialFailure {}
/// Resolve `host:port` and open a socket to it, reporting the two failures apart ([`DialFailure`]).
///
/// `to_socket_addrs` is the resolution step on its own; an empty result is a name that resolved to
/// no addresses, which is as much a "cannot find it" as an outright lookup error. Connecting to the
/// resolved list (rather than to `(host, port)` again) also means the OS does not repeat the
/// lookup, and that every address the name carries is tried — the `localhost` → `::1` then
/// `127.0.0.1` case on a machine whose server binds only IPv4.
fn dial(host: &str, port: u16) -> Result<TcpStream> {
use std::net::ToSocketAddrs;
let address = format!("{host}:{port}");
let addrs: Vec<std::net::SocketAddr> = match (host, port).to_socket_addrs() {
Ok(addrs) => addrs.collect(),
Err(e) => {
return Err(anyhow::Error::new(DialFailure {
address,
unresolved: true,
})
.context(format!("resolving {host}: {e}")))
}
};
if addrs.is_empty() {
return Err(anyhow::Error::new(DialFailure {
address,
unresolved: true,
}));
}
TcpStream::connect(&addrs[..]).map_err(|e| {
anyhow::Error::new(DialFailure {
address,
unresolved: false,
})
.context(format!("connecting: {e}"))
})
}
/// A realm as advertised by the auth server's realm list — **every** field the wire carries.
///
/// Three of them used to be dropped on the floor (`_flag`, `_category`, `_realm_id`) and
/// `population` was stringified on arrival, which was survivable only while benilla connected to
/// `realms.first()` and never drew a list. The realm-list screen needs all of them, and it needs
/// the population as the float it is.
#[derive(Debug, Clone)]
pub struct RealmInfo {
pub name: String,
/// `host:port` of the world server, as the client would connect to it.
pub address: String,
/// The population float — **not** what the realm list displays. The displayed word
/// (`Low`/`Medium`/`High`/`Full`/…) is a *band* computed against the mean and standard
/// deviation of **every** realm; see `realm_select::load` on the app side.
///
/// Already **rewritten** if the server sent one of the three sentinel values — see
/// [`auth::MAGIC_POPULATIONS`]. What is stored here is what the reference's own parser would
/// hold, which is the only value it is safe to average.
pub population: f32,
/// How many characters this account has on that realm — a genuine count, printed by the list as
/// `"(3)"`. (The client's realm record keeps it at `[realm+0x130]`; wow-re's earlier band sweep
/// had read that offset as the realm type, which is really the dword at `[+0x04]` below.)
pub characters: u8,
/// The realm **type** — the join key for the game-type columns, *not* an enumeration to match
/// on directly. `GetRealmInfo` resolves `(pvp, rp)` by scanning `Cfg_Configs.dbc` for the row
/// whose `RealmType` equals this; `realm_select::load::pvp_rp` is that table.
pub realm_type: u32,
/// The realm-flags byte — the client's realm record `[realm+0x08]`.
///
/// **Only `0x01` (invalid) and `0x02` (offline) — plus `0x04` — actually travel on the wire.**
/// The `0x20`/`0x40`/`0x80` sentinels that mean Recommended / New / Full are *synthesized on
/// arrival* from the magic populations the server sends instead, exactly as the reference's
/// parser does it ([`auth::MAGIC_POPULATIONS`]) — so this byte is the client's view of the
/// flags, not the server's.
pub flags: u8,
/// The wire's category (timezone) byte — the realm list's category tabs group on it. Matched
/// against a category id by **equality**; it is not an index into anything.
pub category: u8,
/// The wire's realm id.
pub id: u8,
}
/// Result of a successful logon: the SRP6 session key (carried into the world server), the realms,
/// and the **still-open realmd socket** the list was read from.
///
/// The socket is kept because the realm list is not a one-shot: the reference's `RealmList.lua`
/// re-requests it every `REALM_LIST_REFRESH_TIME` (5 s) for as long as its window is open, which
/// is how a realm going offline or filling up shows up without a re-login. [`Logon::refresh_realms`]
/// is that request. It is private so the only thing anyone can do with the connection is ask it
/// the one question it still answers.
pub struct Logon {
pub session_key: [u8; SESSION_KEY_LENGTH],
pub realms: Vec<RealmInfo>,
/// `None` once a refresh has failed — the list we hold is then the last word, and we stop
/// asking rather than retrying a dead socket every five seconds.
stream: Option<TcpStream>,
}
impl Logon {
/// Re-request the realm list on the realmd connection — the reference's `RequestRealmList`.
///
/// Returns whether the list was refreshed. A failed refresh **drops the connection and keeps
/// the realms we already have**: a stale list the player can still pick from beats an empty
/// one, and realmd closing an idle socket is ordinary. Bounded by `timeout` so a park that
/// calls this can never block on a server that accepted the request and said nothing.
pub fn refresh_realms(&mut self, timeout: std::time::Duration) -> bool {
let Some(stream) = self.stream.as_mut() else {
return false;
};
let refreshed = (|| -> Result<Vec<RealmInfo>> {
stream.set_read_timeout(Some(timeout))?;
auth::write_realm_list_request(stream).context("requesting realm list")?;
auth::read_realm_list(stream).context("reading realm list")
})();
match refreshed {
Ok(realms) => {
self.realms = realms;
true
}
Err(_) => {
self.stream = None;
false
}
}
}
/// Whether the realmd connection is still up, i.e. whether [`Self::refresh_realms`] can do
/// anything. Lets a caller stop scheduling refreshes rather than calling into a no-op.
pub fn realmd_live(&self) -> bool {
self.stream.is_some()
}
}
/// Perform the full SRP6 logon against a vanilla `realmd` and fetch the realm list.
///
/// Flow: logon challenge → server challenge (B, g, N, salt) → SRP6 → logon proof → verify the
/// server's proof (M2) → request + read the realm list.
pub fn logon(host: &str, username: &str, password: &str) -> Result<Logon> {
// `host` may carry an explicit `:port` (`WOW_HOST=play.example.com:3724`); bare hosts get
// [`AUTH_PORT`].
let (host, port) = host_port(host, AUTH_PORT);
let username_n =
NormalizedString::new(username).map_err(|e| anyhow!("invalid username: {e}"))?;
let password_n =
NormalizedString::new(password).map_err(|e| anyhow!("invalid password: {e}"))?;
// 1-2. Logon challenge → the server's SRP6 inputs. The account name is sent uppercased (matching
// the SRP6 calculation).
//
// `B` is the one hashed value benilla does not draw, and ~1 in 137 of them is one the client and
// the mangos family serialize differently — a correct password answered with 0x04 (see
// `benilla-srp`, "Encoding-unambiguous handshakes"). Redial for a fresh `B` when that lands: the
// challenge is abandoned before any proof goes out, and realmd counts nothing at this stage for a
// known account (`AuthSocket::_HandleLogonChallenge`), so a redial is free and invisible.
let (mut stream, reply, server_public_key) = {
let mut dialed = None;
for _ in 0..MAX_CHALLENGE_DIALS {
let mut stream = dial(host, port)?;
auth::write_logon_challenge(&mut stream, &username.to_uppercase(), CLIENT_BUILD)
.context("sending logon challenge")?;
let reply =
auth::read_challenge_reply(&mut stream).context("reading logon challenge reply")?;
let server_public_key = PublicKey::from_le_bytes(reply.server_public_key)
.map_err(|e| anyhow!("invalid server public key: {e}"))?;
let stable = server_public_key.is_width_stable();
dialed = Some((stream, reply, server_public_key));
if stable {
break;
}
}
// Every dial ran out ambiguous (p ≈ 10⁻¹⁷): send the last anyway rather than inventing a
// failure the server never gave us.
dialed.expect("MAX_CHALLENGE_DIALS is non-zero")
};
// 3. SRP6 (WoW flavor) — compute A, M1, and the session key.
let challenge = SrpClientChallenge::new(
username_n,
password_n,
reply.generator,
reply.large_safe_prime,
server_public_key,
reply.salt,
);
// 4. Logon proof.
auth::write_logon_proof(
&mut stream,
challenge.client_public_key(),
challenge.client_proof(),
&reply.crc_salt,
)
.context("sending logon proof")?;
// 5. Verify the server's proof (M2); on success we hold the session key.
let server_proof = auth::read_proof_reply(&mut stream).context("reading logon proof reply")?;
let client = challenge
.verify_server_proof(server_proof)
.map_err(|e| anyhow!("server proof mismatch (wrong password?): {e}"))?;
let session_key = *client.session_key();
// 6. Realm list.
auth::write_realm_list_request(&mut stream).context("requesting realm list")?;
let realms = auth::read_realm_list(&mut stream).context("reading realm list")?;
Ok(Logon {
session_key,
realms,
stream: Some(stream),
})
}
#[cfg(test)]
mod host_port_tests {
use super::{host_port, AUTH_PORT};
#[test]
fn explicit_port_splits() {
// Explicit port beats the default — they differ so the assert can tell them apart.
assert_eq!(
host_port("play.example.com:5000", AUTH_PORT),
("play.example.com", 5000)
);
}
#[test]
fn bare_host_gets_default() {
assert_eq!(host_port("localhost", AUTH_PORT), ("localhost", AUTH_PORT));
}
#[test]
fn raw_ipv6_is_not_split() {
assert_eq!(host_port("::1", 3724), ("::1", 3724));
}
#[test]
fn non_numeric_suffix_stays_host() {
assert_eq!(
host_port("play.example.com:realmd", 3724),
("play.example.com:realmd", 3724)
);
}
}