Commit Graph
35 Commits
Author SHA1 Message Date
neckfire e397541418 debug(dtls): log en tête d'Incoming (état de la garde active/transport/failed)
Build Game Server / build (push) Successful in 22s
2026-07-16 23:28:37 +02:00
neckfire 3e47b0680c debug(dtls): logs Incoming/Outgoing (voir ce que reçoit le serveur après EncryptionAck)
Build Game Server / build (push) Successful in 21s
2026-07-16 23:24:34 +02:00
neckfire 36122578a3 feat(netcode): serveur DTLS-PSK (côté serveur) — franchit le mur du chiffrement
Build Game Server / build (push) Successful in 20s
Implémente le pendant serveur du DTLSHandlerComponent d'UE (la pile client est
[DTLS, Stateless]) : le client exige un DTLS en mode PSK dont l'identité = user_id.

- DtlsPskStore : table user_id -> PSK 32o, chargée depuis l'env (PROSPECT_DTLS_PSKS,
  rendu Vault) — aucune clé en dur ni commitée.
- DtlsPacketTransport : pont entre l'API bloquante DTLS de BouncyCastle et le modèle
  paquet-par-paquet du PacketHandler (handshake sur thread dédié).
- ProspectPskTlsServer : serveur DTLS-PSK BouncyCastle (DTLS 1.2, identité=user_id).
- DTLSHandlerComponent : composant du pipeline (Incoming déchiffre / Outgoing chiffre),
  activé au NMT_Hello portant un EncryptionToken.
- UWorld.NotifyControlMessage : sur NMT_Hello chiffré, si la PSK de l'identité est
  connue -> NMT_EncryptionAck + BeginHandshake ; sinon warning (comme avant).

Compile (0 erreur, BouncyCastle 2.4). ⚠️ Le framing exact DTLS-sur-PacketHandler et
le routage des records de handshake demandent une ITÉRATION EN LIVE contre le vrai
client (invalidable hors client).
2026-07-16 23:06:14 +02:00
neckfireandClaude Opus 4.8 f0343bc1ea gameserver: consolidate netcode R&D — remove diag spam, document DTLS-PSK wall
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- Keep the R3.5.0 header-bit fix (bunch alignment breakthrough)
- Remove per-packet [HS-RAW]/[HS-HDR]/[HS-BUNCH] diagnostics
- Document the DTLS-PSK encryption wall + packed-binary finding in NETCODE-RND.md
- UWorld NMT_Hello: honest comment on why the connection stops here

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:13:03 +02:00
neckfireandClaude Opus 4.8 ba9976c5b6 gameserver: skip encryption on Hello (try plaintext challenge)
Build Game Server / build (push) Successful in 19s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:54:01 +02:00
neckfireandClaude Opus 4.8 fb73038901 gameserver: consume Cycle's extra header bit -> bunches align (NMT_Hello parses)
Build Game Server / build (push) Successful in 22s
Bit-decoded real client packets: the header is 65 bits (not stock UE 4.27's 64).
One extra bit sits between the ack history and the packet-info payload; consuming
it realigns bHasPacketInfoPayload + jitter + bHasServerFrameTime, and the first
control-channel bunch parses (ChIndex 0, open, reliable = NMT_Hello).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:50:19 +02:00
neckfireandClaude Opus 4.8 629e8a4c31 gameserver: dump full packet bits (512) to decode NMT_Hello netver
Build Game Server / build (push) Successful in 18s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:29:11 +02:00
neckfireandClaude Opus 4.8 1691af4be6 gameserver: dump raw packet bit-stream for hand-decode
Build Game Server / build (push) Successful in 18s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:53:53 +02:00
neckfireandClaude Opus 4.8 b1386bef56 gameserver: bit-position diagnostics in ReceivedPacket (header + bunch flags)
Build Game Server / build (push) Successful in 17s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:41:39 +02:00
neckfireandClaude Opus 4.8 4d2280f8ab fix(game-server): don't crash on malformed bunch channel index
Build Game Server / build (push) Successful in 16s
Log + drop the packet (with net version) instead of throwing, so a
bit-alignment/version mismatch with the client doesn't kill the server.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:26:53 +02:00
neckfireandClaude Opus 4.8 1caa46f846 fix(game-server): adopt client packet sequences on first packet
Build Game Server / build (push) Successful in 16s
The Cycle client does not derive its initial packet sequences from the
handshake cookie the way stock UE does (its acked server-seq isn't present
anywhere in the cookie), so the cookie-based InitSequence disagreed and
every post-handshake packet was rejected as out-of-order. On the first
packet, adopt the client's announced Seq/AckedSeq instead.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:21:49 +02:00
neckfireandClaude Opus 4.8 9092dda950 diag(game-server): log packet sequence mismatch (post-handshake)
Build Game Server / build (push) Successful in 21s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:08:52 +02:00
neckfireandClaude Opus 4.8 6ccad507a8 diag(game-server): log connectionless handshake (challenge/response)
Build Game Server / build (push) Successful in 16s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:00:19 +02:00
neckfireandClaude Opus 4.8 f4d1757840 diag(game-server): log stateless handshake packet size vs expected
Build Game Server / build (push) Successful in 15s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:52:52 +02:00
neckfireandClaude Opus 4.8 9749828af8 feat(game-server): scaffold dedicated server toward player join
Build Game Server / build (push) Successful in 17s
R&D branch for an authoritative Unreal game server (Prospect.Unreal).
The connection handshake already reaches PlayerController spawn; this
commit pushes it toward real players joining:

- Program.cs: target the Cycle station map + game mode (configurable via
  PROSPECT_MAP/GAMEMODE/PORT), proper host loop, and initialise a
  GameSession so NMT_Join -> Login no longer fails ("GameSession is null").
- UWorld.WelcomePlayer: send the world's real map/game mode to the client
  instead of the UE ThirdPerson template.
- Dockerfile.gameserver + .gitea/workflows/game-server.yml: build/push a
  separate image (the-cycle-game) on the game-server branch, ntfy notify.
- GAMESERVER.md: honest state + roadmap (player spawn + movement
  replication need live client testing; AI/loot intentionally deferred).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:30:09 +02:00
Yury 840efb8383 Add Prospect.Client.Loader and update Solution config 2025-03-04 23:56:50 +02:00
AeonLucid 3691d229d5 Update to .NET 8 2024-07-01 21:52:30 +02:00
AeonLucid 2cca797496 Fix small typo 2022-01-18 21:12:41 +01:00
AeonLucid 16ab2aeb48 SpawnActor stuff 2022-01-18 03:13:56 +01:00
AeonLucid 458bae0523 More actor and UObject progress 2022-01-17 23:02:10 +01:00
AeonLucid fe97b7a145 Actor progress 2022-01-16 23:05:53 +01:00
shalzuthandGitHub f3b7efca45 client hello (#1) 2022-01-16 22:55:42 +01:00
AeonLucid 14ce748c5c Added more ticking functions 2022-01-15 04:34:25 +01:00
AeonLucid 5897fce8ad Implement proper FName / FNamePool 2022-01-14 23:59:59 +01:00
AeonLucid 2e63b3688a Remove TODO log message 2022-01-14 20:20:11 +01:00
AeonLucid 6cd03d9ff7 Started on spawning a player actor 2022-01-13 02:00:36 +01:00
AeonLucid a7399a1960 Deserialize FUniqueNetIdRepl 2022-01-13 01:37:30 +01:00
AeonLucid 7c6353c475 Handle NMT Login packet 2022-01-13 01:04:54 +01:00
AeonLucid 65a28b32ef Implement handshake Hello NetControlMessage, recv and send 2022-01-12 07:26:25 +01:00
AeonLucid 0a27bdd3c0 Further parse bunches till their channel receives them 2022-01-10 20:20:02 +01:00
AeonLucid f3b0a31761 Started serializing bunches 2022-01-10 04:38:06 +01:00
AeonLucid 49e6e0f6f8 Added UWorld 2022-01-09 21:21:18 +01:00
AeonLucid 29bd62cc9e Fix nullable warning in FReceivedPacketView 2022-01-09 20:33:10 +01:00
AeonLucid ed0f771df6 Started on UE4 server, semi working handshake 2022-01-09 06:29:02 +01:00
AeonLucid e9091d7ac3 Rename Prospect.Server.Steam to Prospect.Steam 2022-01-08 19:33:41 +01:00