Wire format for MsgMhfEnterTournamentQuest (0x00D2) derived from
mhfo-hd.dll binary analysis (FUN_114f4280). Five new tables back
the full lifecycle: schedule, cups, sub-events, player registrations,
and run submissions. All six tournament handlers are now DB-driven:
- EnumerateRanking: returns active tournament schedule with cups and
sub-events; computes phase state byte from timestamps
- EnumerateOrder: returns per-event leaderboard ranked by submission
time, with SJIS-encoded character and guild names
- InfoTournament: exposes tournament detail and player registration
state across all three query types
- EntryTournament: registers player and returns entry handle used by
the client in the subsequent EnterTournamentQuest packet
- EnterTournamentQuest: parses the previously-unimplemented packet and
records the run in tournament_results
- AcquireTournament: stubs rewards (item IDs not yet reversed)
Seed data (TournamentDefaults.sql) reproduces tournament #150 cups and
sub-events so a fresh install has a working tournament immediately.
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.
Static data (GZ monster prices, LB prices, wanted list) cluttered the
handler with 130 lines of table literals. Moving them to a dedicated
tables file keeps the handler focused on serialization logic.
19 repository calls across 8 handler files were silently discarding
errors with `_ =`, making database failures invisible. Add structured
logging at appropriate levels: Error for write operations where data
loss may occur (guild saves, member updates), Warn for read operations
where handlers continue with zero-value defaults (application checks,
warehouse loads, item box queries). No control flow changes.
The config package used `package _config` with a leading underscore,
which is unconventional in Go. Rename to `package config` (matching the
directory name) and use `cfg` as the standard import alias across all
93 importing files.
Eliminate 18 direct s.server.db calls from handlers_items.go,
handlers_distitem.go, and handlers_session.go by moving queries into
dedicated repository types.
New repositories:
- StampRepository (7 methods, stamps table)
- DistributionRepository (4 methods, distribution/distribution_items)
- SessionRepository (4 methods, sign_sessions/servers)
Also adds ClearTreasureHunt and InsertKillLog to GuildRepository,
which already owns those tables for read operations.
Centralizes all 31 direct users-table SQL queries from 11 handler
files into a single UserRepository, following the same pattern as
CharacterRepository and GuildRepository. The only excluded query is
the sign_sessions JOIN in handleMsgSysLogin which spans multiple
tables.
Add 18 new typed methods to CharacterRepository (ReadTime, SaveTime,
SaveInt, SaveBool, SaveString, ReadBool, ReadString, LoadColumnWithDefault,
SetDeleted, UpdateDailyCafe, ResetDailyQuests, ReadEtcPoints, ResetCafeTime,
UpdateGuildPostChecked, ReadGuildPostChecked, SaveMercenary, UpdateGCPAndPact,
FindByRastaID) and migrate ~56 inline SQL queries across 13 handler files.
Pure refactor — zero behavior change. Each handler produces identical SQL
with identical parameters. Cross-table JOINs and bulk CharacterSaveData
operations are intentionally left out of scope.
Silently ignored DB errors in handlers could cause data loss (frontier
point transactions completing without DB writes), reward duplication
(stamp exchange granting items on failed UPDATE), and crashes (tower
mission page=0 causing index-out-of-bounds). House access state
defaulting to 0 on DB failure also bypassed all access controls.
HIGH risk fixes:
- frontier point buy/sell now fails with ACK on DB error
- stamp exchange/stampcard abort on failed UPDATE
- guild meal INSERT returns fail ACK instead of orphaned ID 0
- mercenary/airou creation aborts on failed sequence nextval
MEDIUM risk fixes:
- tower mission page clamped to >= 1 preventing array underflow
- tower RP donation returns early on failed guild state read
- house state defaults to 2 (password-protected) on DB failure
- playtime read failure logged instead of silently resetting RP
Also cache userID on Session at login time, eliminating ~25 redundant
subqueries of the form WHERE u.id=(SELECT c.user_id FROM characters
c WHERE c.id=$1) across shop, gacha, command, and distitem handlers.
Replace the mutable global `_config.ErupeConfig` with dependency
injection across 79 files. Config is now threaded through existing
paths: `ClientContext.RealClientMode` for packet encoding, `s.server.
erupeConfig` for channel handlers, and explicit parameters for utility
functions. This removes hidden coupling, enables test parallelism
without global save/restore, and prevents low-level packages from
reaching up to the config layer.
Key changes:
- Enrich ClientContext with RealClientMode for packet files
- Add mode parameter to CryptConn, mhfitem, mhfcourse functions
- Convert handlers_commands init() to lazy sync.Once initialization
- Delete global var, init(), and helper functions from config.go
- Update all tests to pass config explicitly
Several handlers used packet fields as array indices or SQL column
names without bounds checking, allowing crafted packets to panic the
server or produce malformed SQL.
Panic fixes (high severity):
- handlers_mail: bounds check AccIndex against mailList length
- handlers_misc: validate ArmourID >= 10000 and MogType <= 4
- handlers_mercenary: check RawDataPayload length before slicing
- handlers_house: check RawDataPayload length in SaveDecoMyset
- handlers_register: guard empty RawDataPayload in OperateRegister
SQL column name fixes (medium severity):
- handlers_misc: early return on unknown PointType
- handlers_items: reject unknown StampType in weekly stamp handlers
- handlers_achievement: cap AchievementID at 32
- handlers_goocoo: skip goocoo.Index > 4
- handlers_house: cap BoxIndex for warehouse operations
- handlers_tower: fix MissionIndex=0 bypassing normalization guard