Scout invitations were stored in guild_applications with type 'invited',
forcing the scout list response to use charID as the invitation ID — a
known hack that made CancelGuildScout semantically incorrect.
Introduce a dedicated guild_invites table (migration 0012) with a serial
PK. The scout list now returns real invite IDs and actual InvitedAt
timestamps. CancelGuildScout cancels by PK. AcceptInvite and DeclineInvite
operate on guild_invites while player-applied applications remain in
guild_applications unchanged.
SaveColumn and SaveMercenary now check RowsAffected() and return a
wrapped ErrCharacterNotFound when 0 rows are updated, preventing
silent data loss when a character ID is missing or mismatched.
AdjustInt already detects this via its RETURNING scan — no change.
Daily mission packet structs (Get/SetDailyMission*) now parse the
AckHandle instead of returning NOT IMPLEMENTED, letting handlers
send empty-list success ACKs and avoiding client softlocks.
Also adds tests for dashboard stats endpoint and for five guild
repo methods (SetAllianceRecruiting, RolloverDailyRP,
AddWeeklyBonusUsers, InsertKillLog, ClearTreasureHunt) that
had no coverage.
Add ShutdownAndDrain to the channel server (issue #179 non-breaking
subset): on SIGTERM/SIGINT, force-close all active sessions so that
logoutPlayer runs for each one (saves character data, cleans up stages
and semaphores), then poll until the session map empties or a 30-second
context deadline passes. Existing Shutdown() is unchanged.
Add ShutdownCountdownSeconds int config field (default 10) alongside
DisableSoftCrash so operators can tune the broadcast countdown without
patching code. A zero value falls back to 10 for safety.
Fix pre-existing test failures: MsgMhfAddRewardSongCount has a complete
Parse() implementation so it no longer belongs in the "NOT IMPLEMENTED"
parse test list; its handler test is updated to pass a real packet and
assert an ACK response instead of calling with nil.
JSON-authored quests were serveable via MSG_SYS_GET_FILE but invisible
on the event quest board because loadQuestFile only read .bin files.
CompileQuestJSON already produces the uncompressed binary layout that
the event-board parser expects, so no decompression step is needed.
Also update rengoku priority tests to match the .bin-first convention
fixed in the previous commit.
All three binary loaders (quests, scenarios, rengoku) now follow the same
priority: .bin first, .json as fallback. The previous reversed order
(.json first) was confusing for operators with both files present.
Add jkrMagic and scenarioChunkSizeLimit named constants, and expand
comments throughout scenario_json.go to reflect confirmed client
behaviour: the 0x8000-byte per-chunk limit, which C0 metadata fields
the parser actually reads (m[0]–m[6] only), the signed-offset
encoding used for C1 m[8]–m[17], and per-byte roles in the 8-byte
sub-header. Inline magic literal replaced with the named constant.
Add TestScenarioRoundTrip_RealFiles covering 7 real scenario files
(cat=0/1/3, T101/T103, with and without chunk1). Tests skip gracefully
when game data is absent so CI stays green.
Decoded metadata structure from analysis of 145k+ real scenario files:
- Chunk0 m[0]/m[1] = CategoryID/MainID; m[5] = str0_len (offset to
str1); m[6] = MainID (cat=0) or 0xFFFF; m[8] = constant 5.
- Chunk1 m[9]=cumOff[2], m[10]=cumOff[1], m[14]=cumOff[3],
m[15]=total_string_bytes; m[11-13]/m[16-17] = dialog script offsets
beyond the 0xFF sentinel; m[20] = constant 5; m[21] ≈ data_size.
Update docs/scenario-format.md with full field tables for both chunks.
Closes#172. Scenario files in bin/scenarios/ can now be authored as
.json instead of .bin — the server compiles them to wire format on
load, falling back to .bin if no .json is present.
- Add ParseScenarioBinary / CompileScenarioJSON in scenario_json.go;
supports sub-header format (strings as UTF-8, metadata as base64),
inline format, and raw JKR blobs.
- Add PackSimple JKR type-3 (LZ77) compressor in jpk_compress.go,
ported from ReFrontier JPKEncodeLz.cs; round-trip tested against
UnpackSimple.
- Fix off-by-one in processDecode (jpk.go): last literal byte was
silently dropped for data that does not end on a back-reference.
- Wire loadScenarioBinary into handleMsgSysGetFile replacing the
inline os.ReadFile call; mirrors the existing loadQuestBinary pattern.
- Rewrite docs/scenario-format.md with full container/sub-header spec
and JSON schema examples.
nullcomp's passthrough path returns non-cmp-header data as-is without
error, which is correct for old uncompressed saves. However, a corrupt
backup slot containing garbage shorter than the minimum save layout
(100 bytes) would pass Decompress() and then panic in
updateStructWithSaveData() with a slice-bounds error at the name field
read (offset 88–100).
Add a minSaveSize check after each backup decompresses; skip the slot
if the result is too small. Also document the campaign system and the
fix in CHANGELOG under Unreleased.
Operators can now define Hunting Road configuration in a plain JSON file
(rengoku_data.json) instead of maintaining an opaque pre-encrypted binary.
The JSON is parsed, validated, assembled into the binary layout, and
ECD-encrypted at startup; rengoku_data.bin is still used as a fallback.
JSON schema covers both road modes (multi/solo) with typed floor and
spawn-table entries — floor number, spawn-table index, point multipliers,
and per-slot monster ID/variant/weighting fields. Out-of-range references
are caught at load time before any bytes are written.
Port ECD encryption/decryption from ReFrontier (C#) and FrontierTextHandler
(Python) into common/decryption. The cipher uses a 32-bit LCG key stream with
an 8-round Feistel-like nibble transformation and CFB chaining; all six key
sets are supported, key 4 being the default for all MHF files.
On startup, loadRengokuBinary now decrypts (ECD) and decompresses (JKR) the
binary to validate pointer bounds and entry counts, then logs a structured
summary (floor counts, spawn table counts, unique monster IDs). Failures are
non-fatal — the encrypted blob is still cached and served to clients unchanged,
preserving existing behaviour. Closes#173.
When primary savedata fails its SHA-256 integrity check, query
savedata_backups in recency order and return the first slot that
decompresses cleanly. Recovery is read-only — the next successful
Save() overwrites the primary with fresh data and a new hash,
self-healing the corruption transparently.
Closes#178
Adds human-readable JSON as an alternative quest format for bin/quests/.
The server tries .bin first (full backward compatibility), then falls back
to .json and compiles it to the MHF binary wire format on the fly.
JSON quests cover all documented fields: text (UTF-8 → Shift-JIS),
objectives (all 12 types), monster spawns, reward tables, supply box,
stages, rank requirements, variant flags, and forced equipment.
Also adds ParseQuestBinary for the reverse direction, enabling tools to
round-trip quests and verify that JSON-compiled output is bit-for-bit
identical to a hand-authored .bin for the same quest data.
49 tests: compiler, parser, 13 round-trip scenarios, and golden byte-
level assertions covering every section of the binary layout.
MSG_MHF_GET_EXTRA_INFO (0xA6) and MSG_MHF_GET_COG_INFO (0xC3) had
Parse() returning NOT IMPLEMENTED. The dispatch loop treats any Parse
error as a hard drop — no ACK is ever sent, so the client waits
indefinitely and effectively soft-locks when entering the G-rank
Workshop or Master Felyne (Cog) screens.
Fix: parse AckHandle (the only field we can confirm from the protocol)
and respond with doAckBufFail so the client receives a well-formed
buf-type ACK with error code 1. The client's fail branch for these
requests exits cleanly without reading response fields, avoiding the
read-past-EOF crash that an empty success ACK would cause.
The full response format for both packets is still unknown; a complete
implementation requires further RE. The TODO comments mark the gap.
Fixes#180.
Add // stub: unimplemented to 70 empty game-feature handlers and
// stub: reserved to 56 protocol-reserved slots in handlers_reserve.go,
making them discoverable via grep. Add docs/unimplemented.md listing all
unimplemented handlers grouped by subsystem with descriptions.
Skip trials referencing monsters added after em106 (Odibatorasu, the
last F5 monster) and filter out item 7011 which does not exist before
G1, preventing client crashes on Forward.4/5 servers.
Also logs the pre-existing bookshelf save data pointer fix (already
applied during the savedata refactor) in the CHANGELOG.
GetAllScores used SELECT * which broke when displayed_levels column was
added — now uses explicit column names. DisplayedAchievement handler
panicked on nil achievementService in empty-handler smoke tests — added
nil guard. Updated msg_build_test.go for renamed tactics point fields.
RE'd putAdd_ud_point (FUN_114fd490) and putAdd_ud_tactics_point
(FUN_114fe9c0) from the ZZ client DLL via Ghidra decompilation.
MsgMhfAddUdPoint fields: QuestPoints (sum of 11 category accumulators
earned per quest) and BonusPoints (kiju prayer song multiplier extra).
MsgMhfAddUdTacticsPoint fields: QuestID and TacticsPoints.
Adds diva_points table (migration 0009) for per-character per-event
point tracking, with UPSERT-based atomic accumulation in the handler.
RE'd putDisplayed_achievement from ZZ client DLL via Ghidra: the packet
sends opcode + 1 zero byte with no achievement ID, acting as a blanket
"I saw everything" signal.
Server changes:
- Track per-character last-displayed levels in new displayed_levels
column (migration 0008)
- GetAchievement compares current vs displayed levels per entry
- DisplayedAchievement snapshots current levels to clear notifications
- Repo, service, mock, and 3 new service tests
Protbot changes:
- New --action achievement: fetches achievements, shows rank-up markers,
sends DISPLAYED_ACHIEVEMENT, re-fetches to verify notifications clear
- Packet builders for GET/ADD/DISPLAYED_ACHIEVEMENT
Verify that SaveMercenary with rastaID=0 preserves both an existing
numeric rasta_id and a NULL rasta_id, preventing the silent data
corruption that broke game state saving.
Strengthen savedata persistence against corruption and race conditions:
- SHA-256 checksum: hash the decompressed blob on every save, store in
new savedata_hash column, verify on load to detect silent corruption.
Pre-existing characters with no hash are silently upgraded on next save.
- Atomic transactions: wrap character data + house data + hash + backup
into a single DB transaction via SaveCharacterDataAtomic, so a crash
mid-save never leaves partial state.
- Per-character save mutex: CharacterLocks (sync.Map of charID → Mutex)
serializes concurrent saves for the same character, preventing races
that could defeat corruption detection. Different characters remain
fully independent.
Migration 0008 adds the savedata_hash column to the characters table.
The G1-GG gacha code path (PR #150) included example data in comments
that used non-zero item_type/item_number/item_quantity on entry_type=100
rows. Users copying these values for ZZ servers caused client crashes
because the ZZ client interprets those fields as material requirements.
- Replace unclear PR #150 comment with explicit WARNING against using
G1-GG example values for ZZ servers
- Add gacha configuration guide header to GachaDemo.sql explaining the
3-table system, entry types, and item type codes
- Add Mega Potion example showing correct way to add custom items
- Reference Enumerations.md for the full item type list
Prevent savedata corruption and denial-of-service by adding four layers
of protection to the save pipeline:
- Bounded decompression (nullcomp.DecompressWithLimit): caps output size
to prevent OOM from crafted payloads that expand to exhaust memory
- Bounds-checked delta patching (deltacomp.ApplyDataDiffWithLimit):
validates offsets before writing, returns errors for negative offsets,
truncated patches, and oversized output; ApplyDataDiff now returns
original data on error instead of partial corruption
- Size limits on save handlers: rejects compressed payloads >512KB and
decompressed data >1MB before processing; applied to main savedata,
platedata, and platebox diff paths
- Rotating savedata backups: 3 slots per character with 30-minute
interval, snapshots the previous state before overwriting, backed by
new savedata_backups table (migration 0007)
Filter out gacha entries with no items at the query level (EXISTS
subquery) and reorder Play methods to validate the pool before
calling transact(), so players are never charged for a misconfigured
gacha.
getRandomEntries panics with rand.Intn(0) when box gacha has more rolls
than available entries. Fix by clamping rolls, guarding empty entries
and zero-weight pools, and fixing an out-of-bounds slice in the receive
handler overflow path.
The crash was in handleMsgMhfGetGuildManageRight where a variable
shadowing bug (guild, err := instead of guild, err =) left the
outer guild pointer nil after the inner GetByID lookup succeeded,
panicking at guild.MemberCount. This is confirmed by the user's
stack trace pointing to handlers_guild.go:234.
Also fix 6 other nil-dereference risks across guild handlers:
- handleMsgMhfArrangeGuildMember: guild nil after GetByID
- handleMsgMhfEnumerateGuildMember: alliance nil when AllianceID > 0
- handleMsgMhfUpdateGuildIcon: guild and characterInfo nil
- handleMsgMhfOperateGuild: guild nil, characterGuildInfo nil
- handleAvoidLeadershipUpdate: characterGuildData nil
Improve panic recovery to log opcode and full stack trace so
future panics can be diagnosed from console screenshots.
An MMO server without multiplayer defeats the purpose. PostgreSQL
is the right choice and Docker Compose already solves the setup
pain. This reverts the common/db wrapper, SQLite schema, config
Driver field, modernc.org/sqlite dependency, and all repo type
changes while keeping the dashboard, wizard, and CI improvements
from the previous commit.
Add zero-dependency SQLite mode so users can run Erupe without
PostgreSQL. A transparent db.DB wrapper auto-translates PostgreSQL
SQL ($N placeholders, now(), ::casts, ILIKE, public. prefix,
TRUNCATE) for SQLite at runtime — all 28 repo files use the wrapper
with no per-query changes needed.
Setup wizard gains two new steps: quest file detection with download
link, and gameplay presets (solo/small/community/rebalanced). The API
server gets a /dashboard endpoint with auto-refreshing stats.
CI release workflow now builds and pushes Docker images to GHCR
alongside binary artifacts on tag push.
Key changes:
- common/db: DB/Tx wrapper with 6 SQL translation rules
- server/migrations/sqlite: full SQLite schema (0001-0005)
- config: Database.Driver field ("postgres" or "sqlite")
- main.go: SQLite connection with WAL mode, single writer
- server/setup: quest check + preset selection steps
- server/api: /dashboard with live stats
- .github/workflows: Docker in release, deduplicate docker.yml
The constant used file-order bytes (0x6563641a) instead of the value
produced by binary.LittleEndian.Uint32 (0x1A646365), causing
loadRengokuBinary to reject every real ECD-encrypted rengoku_data.bin.
The unit tests masked this because they round-tripped with the same
wrong constant.
The else branch redeclared guildInfo with := scoping it to the block,
so the outer guildInfo remained nil when reaching ListInvitedCharacters.
Restructure the conditional to assign to the existing variable instead.
Load and validate rengoku_data.bin once during server initialization
instead of reading it from disk on every client request. The file is
static ECD-encrypted config data (~4.9 KB) that never changes at
runtime. Validation checks file size and ECD magic bytes, logging a
warning if the file is missing or invalid so misconfiguration is
caught before any client connects.
scanAllianceWithGuilds dereferences guild pointers returned by GetByID
without checking for nil. Since GetByID returns (nil, nil) when a guild
is missing, alliances referencing deleted guilds cause nil-pointer
panics. The panic is caught by session recovery but no ACK is sent,
softlocking the client.
Add nil checks in scanAllianceWithGuilds, handleMsgMhfOperateJoint,
handleMsgMhfInfoJoint, and handleMsgMhfInfoGuild so that missing
guilds or alliances produce proper error responses instead of panics.
The test ran handleMsgMhfSavedata and logoutPlayer concurrently on the
same session, triggering data races on s.playtime and Save(). In
production the dispatch loop processes packets sequentially per session,
so this overlap is impossible. Run the operations sequentially to match
real behavior while still validating no data loss.
Cover the two most complex untested handlers in handlers_session.go:
- logoutPlayer (8 tests): basic logout, character save path, cafe course
RP accrual, stage cleanup, host disconnect with MsgSysStageDestruct,
error resilience for ReadInt/LoadSaveData failures, concurrent logout
- saveAllCharacterData (4 tests): nil save data, load error propagation,
RP capping logic, playtime accumulation
- handleMsgMhfTransitMessage (6 tests): search by charID (found/not
found), search by name, search by lobby (IP+port+stageID), party
finder with stage prefix and rank filtering, localhost IP rewrite
The distribution table had a `data bytea NOT NULL` column that was never
read by the Go code — item data is stored in distribution_items instead.
The NOT NULL constraint forced dummy values in seed data and test inserts.
Remove the column from the baseline schema, seed data, and tests, and
add migration 0005 to drop it from existing databases.
Lobby search now returns only quest-bound players (QuestReserved) instead
of all reserved slots, matching retail behavior. The new field is
pre-collected under server lock before stage iteration to respect
Server.Mutex → Stage.RWMutex lock ordering.
Replaced three TODOs with RE documentation from Ghidra decompilation of
mhfo-hd.dll ZZ:
- Log key off-by-one: putRecord_log/putTerminal_log pass size 0 for the
key field in ZZ, so the stored key is unused beyond issuance
- User search padding: ZZ per-entry parser confirms 40-byte block via
memcpy(dst, src+8, 0x28); G2 DLL analysis inconclusive (stripped)
- Player count: field at entry offset 0x08 maps to struct param_1[0xe]
The pBookshelfData offsets for G1-Z2, F4-F5, and S6 were off by -14810,
placing bookshelf before houseData in the save blob and reading garbage.
All other 12 save fields have consistent inter-version deltas (36000,
32000, 48000); only bookshelf broke the pattern. Correcting by +14810
restores the gallery-bookshelf gap to 136 bytes (matching ZZ) and aligns
all field deltas across versions.
Supersedes Mezeporta/Erupe#155 (same fix, merge conflict on renamed file).
Alliance applications were hardcoded to always-open. Add a `recruiting`
column to guild_alliances and handle OperateJoint actions 0x06 (Allow)
and 0x07 (Deny) confirmed via Wii U debug symbols. Only the parent
guild leader can toggle the setting, matching the existing disband guard.
Add bounds check (0 to MaxUint32) before casting strconv.Atoi result
to uint32 in the rights command handler. Replace manual allowlist
validation with pq.QuoteIdentifier for CREATE DATABASE to eliminate
the SQL injection finding.
Extract a Session interface from *discordgo.Session so DiscordBot methods
can be tested with a mock — no live Discord connection required. Add
AddHandler, RegisterCommands, and UserID methods to DiscordBot so
external callers (main.go, sys_channel_server.go) no longer reach
through bot.Session directly. Rewrite tests with a mockSession,
raising discordbot coverage from 12.5% to 66.7%.
CharacterSaveData.Save() silently returned on failure (nil decompressed
data, compression error, DB error) while the caller unconditionally
logged "Saved character data successfully". This made diagnosing save
failures difficult (ref #163).
Save() now returns an error, and all six call sites check it. The
success log in saveAllCharacterData only fires when the save actually
persisted.
The G1 client binary expects 8 uint32 fields (ID, rank restrictions,
MinGR, MinHR) before the name string in the gacha listing response.
PR #150 only wrote these for GG+, causing G1–G32 clients to misparse
the stream. Verified against Wii U G1 RPX decompilation of
import_gacha_list at 0x02C594FC.