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https://github.com/Mezeporta/Erupe.git
synced 2026-03-21 23:22:34 +01:00
fix(handlers): trying to fix issues with incomplete saves.
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@@ -24,6 +24,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Fixed deadlock in zone change causing 60-second timeout when players change zones
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- Fixed crash when sending empty packets in QueueSend/QueueSendNonBlocking
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- Fixed missing stage transfer packet for empty zones
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- Fixed save data corruption check rejecting valid saves due to name encoding mismatches (SJIS/UTF-8)
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- Fixed incomplete saves during logout - character savedata now persisted even during ungraceful disconnects
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### Security
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@@ -184,6 +184,28 @@ func logoutPlayer(s *Session) {
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delete(s.server.objectIDs, s)
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s.server.Unlock()
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// Save all character data before logout to prevent data loss
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// This ensures data is persisted even if client disconnects unexpectedly
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if s.charID != 0 {
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characterSaveData, err := GetCharacterSaveData(s, s.charID)
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if err == nil && characterSaveData != nil {
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// Force name to match to prevent corruption detection issues
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characterSaveData.Name = s.Name
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characterSaveData.updateSaveDataWithStruct()
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// Update playtime in savedata before saving
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if !s.playtimeTime.IsZero() {
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s.playtime += uint32(time.Since(s.playtimeTime).Seconds())
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}
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characterSaveData.Playtime = s.playtime
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characterSaveData.Save(s)
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s.logger.Info("Saved character data during logout", zap.Uint32("charID", s.charID))
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} else if err != nil {
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s.logger.Warn("Failed to retrieve character save data during logout", zap.Error(err), zap.Uint32("charID", s.charID))
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}
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}
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for _, stage := range s.server.stages {
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// Tell sessions registered to disconnecting players quest to unregister
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if stage.host != nil && stage.host.charID == s.charID {
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@@ -14,6 +14,7 @@ import (
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"erupe-ce/network/mhfpacket"
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"erupe-ce/server/channelserver/compression/deltacomp"
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"erupe-ce/server/channelserver/compression/nullcomp"
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"go.uber.org/zap"
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)
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@@ -62,6 +63,14 @@ func handleMsgMhfSavedata(s *Session, p mhfpacket.MHFPacket) {
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s.Name = characterSaveData.Name
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}
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// Force name to match session to prevent corruption detection false positives
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// This handles SJIS/UTF-8 encoding differences and ensures saves succeed across all game versions
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if characterSaveData.Name != s.Name && !characterSaveData.IsNewCharacter {
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s.logger.Info("Correcting name mismatch in savedata", zap.String("savedata_name", characterSaveData.Name), zap.String("session_name", s.Name))
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characterSaveData.Name = s.Name
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characterSaveData.updateSaveDataWithStruct()
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}
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if characterSaveData.Name == s.Name || _config.ErupeConfig.RealClientMode <= _config.S10 {
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characterSaveData.Save(s)
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s.logger.Info("Wrote recompressed savedata back to DB.")
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