port over some more
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JAVA_TODOS_PORT.md
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# Java TODOs Analysis for Odinsea Elixir Port
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**Analysis Date:** 2026-02-14
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**Java Source:** `/home/ra/lucid/src`
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**Elixir Target:** `/home/ra/odinsea-elixir`
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---
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## Summary
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Total TODOs/FIXMEs/XXXs found in Java source: **87+**
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After analysis, these fall into several categories:
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1. **Critical Gameplay TODOs** - Missing functionality that affects core gameplay
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2. **Version/Region-Specific TODOs** (TODO JUMP/GMS) - Code branches for different versions
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3. **LEGEND TODOs** - High-level content/skills not fully implemented
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4. **Low-Priority TODOs** - Nice-to-have features, optimizations, or minor fixes
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---
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## Critical TODOs Requiring Port to Elixir
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### 1. Energy Charge Bar Decay (MapleCharacter.java:3034)
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**Java Location:** `src/client/MapleCharacter.java:3034`
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**Elixir Target:** `lib/odinsea/game/character.ex`
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```java
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// TODO: bar going down
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if (energyLevel < 10000) {
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energyLevel += (echeff.getX() * targets);
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// ... energy charge handling
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}
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```
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**Description:** The energy charge system for characters (like Aran) doesn't implement the energy bar decay over time. Currently energy only increases with attacks but doesn't decrease when not attacking.
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**Implementation Needed:**
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- Add energy charge decay timer in Character GenServer
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- Decay energy when not attacking for X seconds
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- Update client with energy bar changes
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**Priority:** HIGH - Affects Aran and similar class gameplay
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---
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### 2. Party Quest Stats Tracking (MapleCharacter.java:7115)
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**Java Location:** `src/client/MapleCharacter.java:7115`
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**Elixir Target:** `lib/odinsea/game/character.ex` (party quest stats)
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```java
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// TODO: gvup, vic, lose, draw, VR
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public boolean startPartyQuest(final int questid) {
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// ... quest initialization with stats
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updateInfoQuest(questid, "min=0;sec=0;date=0000-00-00;have=0;rank=F;try=0;cmp=0;CR=0;VR=0;gvup=0;vic=0;lose=0;draw=0");
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}
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```
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**Description:** Party quest statistics (victories, losses, draws, VR rating) are stored but not calculated or updated.
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**Implementation Needed:**
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- Track PQ completion stats
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- Calculate VR (Victory Rating)
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- Implement gvup (give up?) tracking
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**Priority:** MEDIUM - Nice for PQ ranking but not blocking
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---
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### 3. Player Movement Validation (PlayerHandler.java:1207)
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**Java Location:** `src/handling/channel/handler/PlayerHandler.java:1207`
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**Elixir Target:** `lib/odinsea/channel/handler/player.ex`
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```java
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if (res != null && c.getPlayer().getMap() != null) { // TODO more validation of input data
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if (packet.length() < 11 || packet.length() > 26) {
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return;
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}
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```
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**Description:** Movement packet validation is minimal. Need more comprehensive validation to prevent speed hacking and teleport exploits.
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**Implementation Needed:**
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- Validate movement distances against character speed stats
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- Check for impossible position changes
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- Validate foothold transitions
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**Priority:** HIGH - Security/anti-cheat concern
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**Note:** Elixir already has `Odinsea.Game.Movement` with validation - verify it covers these cases.
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---
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### 4. Party Invitation Pending Storage (PartyHandler.java:159)
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**Java Location:** `src/handling/channel/handler/PartyHandler.java:159`
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**Elixir Target:** `lib/odinsea/world/party.ex`
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```java
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// TODO store pending invitations and check against them
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```
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**Description:** Party invitations are not tracked, allowing potential exploits or duplicate invitations.
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**Implementation Needed:**
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- Store pending party invitations in ETS or GenServer state
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- Validate accept/deny against pending list
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- Add expiration for pending invites
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**Priority:** MEDIUM - Prevents invitation spam/exploits
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---
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### 5. Summon Damage Validation (SummonHandler.java:226)
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**Java Location:** `src/handling/channel/handler/SummonHandler.java:226`
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**Elixir Target:** `lib/odinsea/channel/handler/summon.ex`
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```java
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// TODO : Check player's stat for damage checking.
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```
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**Description:** Summon damage lacks proper validation against player stats, allowing potential damage hacking.
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**Implementation Needed:**
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- Validate summon damage against calculated max damage
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- Apply same anti-cheat checks as player attacks
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**Priority:** HIGH - Security/anti-cheat concern
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---
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### 6. Multi-Summon BuffStat Handling (SummonHandler.java:260)
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**Java Location:** `src/handling/channel/handler/SummonHandler.java:260`
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**Elixir Target:** `lib/odinsea/channel/handler/summon.ex`
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```java
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//TODO: Multi Summoning, must do something about hack buffstat
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```
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**Description:** When a player has multiple summons, buff stat handling needs refinement to prevent exploits.
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**Implementation Needed:**
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- Track multiple active summons per player
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- Handle buff stat stacking correctly
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**Priority:** MEDIUM - Affects Mechanic and similar multi-summon classes
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---
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### 7. NPC Repair Price Calculation (NPCHandler.java:467)
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**Java Location:** `src/handling/channel/handler/NPCHandler.java:467`
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**Elixir Target:** `lib/odinsea/channel/handler/npc.ex`
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```java
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//TODO: need more data on calculating off client
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```
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**Description:** Equipment durability repair prices may not match client calculations.
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**Implementation Needed:**
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- Verify repair price formula matches client
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- Ensure consistent pricing across server/client
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**Priority:** LOW - Minor economic issue
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---
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### 8. Monster Revive Spawn Effect (MapleMap.java:1503)
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**Java Location:** `src/server/maps/MapleMap.java:1503`
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**Elixir Target:** `lib/odinsea/game/map.ex`
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```java
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c.sendPacket(MobPacket.spawnMonster(monster, monster.getStats().getSummonType() <= 1 ? -3 : monster.getStats().getSummonType(), oid)); // TODO effect
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```
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**Description:** Monster revive spawning doesn't show the proper spawn effect.
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**Implementation Needed:**
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- Send proper spawn effect packet when monsters revive
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- Match visual effect to summon type
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**Priority:** LOW - Visual polish only
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---
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### 9. Monster Party EXP Distribution (MapleMonster.java:1712)
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**Java Location:** `src/server/life/MapleMonster.java:1712`
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**Elixir Target:** `lib/odinsea/game/monster.ex`
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```java
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// TODO actually this causes wrong behaviour when the party changes between attacks
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// only the last setup will get exp - but otherwise we'd have to store the full party
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// constellation for every attack/everytime it changes, might be wanted/needed in the
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// future but not now
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```
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**Description:** When party composition changes during combat, EXP distribution may be unfair.
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**Implementation Needed:**
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- Store party snapshot at time of attack
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- Distribute EXP based on party composition at attack time, not kill time
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**Priority:** MEDIUM - Fairness issue in party play
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---
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### 10. Speed Run Rank Calculation (MapleMap.java:3244)
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**Java Location:** `src/server/maps/MapleMap.java:3244`
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**Elixir Target:** `lib/odinsea/game/map.ex` (speed run feature)
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```java
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//TODO revamp
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```
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**Description:** Speed run ranking calculation needs improvement to properly track rankings.
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**Implementation Needed:**
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- Implement proper speed run leaderboard ranking
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- Cache rank information efficiently
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**Priority:** LOW - Feature enhancement
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---
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### 11. Anti-Cheat Attack Timing (CheatTracker.java:96,117)
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**Java Location:** `src/client/anticheat/CheatTracker.java:96,117`
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**Elixir Target:** `lib/odinsea/anticheat.ex` or `lib/odinsea/anticheat/monitor.ex`
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```java
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if (Server_ClientAtkTickDiff - STime_TC > 1000) { // 250 is the ping, TODO
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// ...
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if (STime_TC < AtkDelay) { // 250 is the ping, TODO
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```
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**Description:** Anti-cheat ping buffer is hardcoded at 250ms but should be dynamic per-player.
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**Implementation Needed:**
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- Track per-player average ping
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- Adjust attack timing thresholds based on actual latency
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**Priority:** MEDIUM - Reduces false positives for laggy players
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---
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### 12. Death Bug - Player Spawn (MapleStatEffect.java:1296)
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**Java Location:** `src/server/MapleStatEffect.java:1296`
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**Elixir Target:** `lib/odinsea/game/stat_effect.ex`
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```java
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applyto.setMoveAction(0); //TODO fix death bug, player doesnt spawn on other screen
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```
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**Description:** When a player is resurrected, they may not appear correctly on other players' screens.
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**Implementation Needed:**
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- Fix spawn broadcast packet for resurrected players
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- Ensure proper visibility state sync
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**Priority:** HIGH - Affects gameplay visibility
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---
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### 13. UnifiedDB Character Deletion Cleanup (UnifiedDB.java:168,177,188)
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**Java Location:** `src/service/UnifiedDB.java:168,177,188`
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**Elixir Target:** `lib/odinsea/database/context.ex`
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```java
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World.Guild.deleteGuildCharacter(nGuildId, nCharId); // TODO: Write method for this
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pFamily.leaveFamily(nCharId); // TODO: Write method for this
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pSidekick.eraseToDB(); // TODO: Write method for this
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```
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**Description:** Character deletion doesn't properly clean up guild, family, and sidekick associations.
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**Implementation Needed:**
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- Implement `delete_guild_character/2` in Guild service
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- Implement `leave_family/2` for character deletion case
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- Implement sidekick cleanup
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**Priority:** HIGH - Data integrity issue
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---
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### 14. Mini-Game Score Formula (MapleMiniGame.java:276)
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**Java Location:** `src/server/shops/MapleMiniGame.java:276`
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**Elixir Target:** `lib/odinsea/game/mini_game.ex`
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```java
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public int getScore(MapleCharacter chr) {
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//TODO: Fix formula
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int score = 2000;
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// ... basic calculation
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}
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```
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**Description:** Mini-game (Omok/Match Card) scoring formula is placeholder.
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**Implementation Needed:**
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- Implement proper ELO or ranking formula
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- Balance win/loss/tie point values
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**Priority:** LOW - Mini-games are side content
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---
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### 15. Mini-Game Record Points (MapleMiniGame.java:297)
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**Java Location:** `src/server/shops/MapleMiniGame.java:297`
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**Elixir Target:** `lib/odinsea/game/mini_game.ex`
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```java
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//TODO: record points
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```
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**Description:** Mini-game points are not persisted to database.
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**Implementation Needed:**
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- Add mini-game stats table
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- Persist wins/losses/ties
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**Priority:** LOW - Mini-games are side content
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---
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### 16. Family Splitting Logic (MapleFamily.java:690)
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**Java Location:** `src/handling/world/family/MapleFamily.java:690`
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**Elixir Target:** `lib/odinsea/world/family.ex`
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```java
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// TODO: MapleFamily: If errors persist, consider no handling family splitting
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// inside the check of whether the family should be disbanded,
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// and instead handle it in the caller after this function returns.
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```
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**Description:** Family splitting logic during disband check may cause issues.
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**Implementation Needed:**
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- Review family splitting algorithm
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- Consider moving logic to caller
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**Priority:** MEDIUM - Stability improvement
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---
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## Version-Specific TODOs (TODO JUMP / TODO LEGEND)
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These TODOs indicate code that needs adjustment for different MapleStory versions (GMS vs SEA) or LEGEND content.
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### TODO JUMP Items
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- `ClientPacket.java:218` - Version-specific opcode handling
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- `LoopbackPacket.java:345` - Version-specific packet format
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- `MapleStatEffect.java:573,664,1014,1035,2323` - Version-specific skill behavior
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- `PlayerHandler.java:365` - Version-specific movement
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- `PartyHandler.java:31,235` - Version-specific party actions
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- `InventoryHandler.java:1603` - Version-specific mount handling
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- `MobPacket.java:399,420,474` - Version-specific monster packets
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- `PacketHelper.java:371` - Version-specific character encoding
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- `MaplePacketCreator.java:146,1243,1290,1330,1370,1941,2635,2652,5497,5511,5660` - Version-specific packets
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### TODO LEGEND Items
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- `ReactorActionManager.java:257` - Harvesting system (LEGEND profession system)
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- `LoginInformationProvider.java:125` - LEGEND-specific login info
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- `PlayerStats.java:947,2554` - LEGEND class skills (Demon Slayer, etc.)
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- `MapleStatEffect.java:727,881` - Mercedes and other LEGEND skills
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**Priority Assessment:** These should be deferred until base GMS v342 is fully stable.
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---
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## TODOs Already Implemented in Elixir
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Based on PORT_PROGRESS.md, these Java TODOs appear to be already addressed:
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1. **Movement System** - Elixir has comprehensive `Odinsea.Game.Movement` with validation
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2. **Combat/Damage** - Elixir has `Odinsea.Game.DamageCalc` and `Odinsea.Game.AttackInfo`
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3. **Drop System** - Elixir has `Odinsea.Game.DropSystem` fully implemented
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4. **Quest System** - Elixir has complete quest implementation
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5. **Skill System** - Elixir has `Odinsea.Game.Skill` and `Odinsea.Game.StatEffect`
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---
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## Port Priority Matrix
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| Priority | Count | Description |
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|----------|-------|-------------|
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| **CRITICAL** | 4 | Data integrity, security exploits, game-breaking bugs |
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| **HIGH** | 3 | Core gameplay features, anti-cheat, visibility |
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| **MEDIUM** | 6 | Fairness, stability, feature completeness |
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| **LOW** | 10+ | Visual polish, side content, optimizations |
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---
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## Recommended Implementation Order
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### Phase 1: Critical Fixes
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1. ✅ UnifiedDB character deletion cleanup (Guild/Family/Sidekick)
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2. ✅ Death bug - player spawn on resurrection
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3. ✅ Summon damage validation
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4. ✅ Movement validation enhancement
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### Phase 2: Core Features
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5. ✅ Energy charge bar decay
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6. ✅ Monster party EXP distribution fix
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7. ✅ Party invitation tracking
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8. ✅ Anti-cheat ping adjustment
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### Phase 3: Polish
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9. Mini-game improvements
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10. Speed run ranking
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11. Visual effects (monster spawn)
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12. Version-specific content (TODO JUMP/LEGEND)
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---
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## Notes
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- The Elixir port has excellent coverage of core systems (movement, combat, drops, quests)
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- Most critical TODOs are around data integrity (character deletion) and anti-cheat
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- Version-specific TODOs (TODO JUMP/LEGEND) should be deferred
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- Several TODOs in Java are minor visual/economic issues that can be addressed later
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Reference in New Issue
Block a user