fix login issues

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2026-02-25 12:25:04 -07:00
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# Temporary files, for example, from tests.
/tmp/
/.elixir_ls
/.elixir_ls
/*.md
!/README.md

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

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# WZ Data Export Utility Guide
## Overview
The Elixir port uses JSON files for game data instead of parsing WZ files directly. This document describes how to create a Java utility to export WZ data to JSON format.
## Required Exports
### 1. Item Strings (`priv/data/item_strings.json`)
```json
{
"2000000": "Red Potion",
"2000001": "Orange Potion",
"1002000": "Blue Bandana",
...
}
```
**Java Source:**
```java
// Use MapleItemInformationProvider
// Iterate over all items, extract names from String.wz
```
### 2. Items (`priv/data/items.json`)
```json
[
{
"item_id": 2000000,
"name": "Red Potion",
"slot_max": 100,
"price": 50.0,
"whole_price": 50,
"req_level": 0,
"tradeable": true,
"cash": false,
"recover_hp": 50,
"recover_mp": 0
},
...
]
```
**Fields to Export:**
- item_id, name, desc
- slot_max, price, whole_price
- req_level, req_job, req_str, req_dex, req_int, req_luk
- cash, tradeable, quest, time_limited
- recover_hp, recover_mp, buff_time
- meso, monster_book, mob_id
- All flags and properties
**Java Source:**
```java
// MapleItemInformationProvider.getAllItems()
// Convert ItemInformation to JSON
```
### 3. Equipment (`priv/data/equips.json`)
```json
[
{
"item_id": 1002000,
"str": 0,
"dex": 0,
"int": 0,
"luk": 0,
"hp": 0,
"mp": 0,
"watk": 0,
"matk": 0,
"wdef": 5,
"mdef": 5,
"acc": 0,
"avoid": 0,
"speed": 0,
"jump": 0,
"slots": 7,
"tuc": 7,
"item_level": 1
},
...
]
```
**Fields to Export:**
- All stat fields (str, dex, int, luk, hp, mp)
- Attack/defense (watk, matk, wdef, mdef)
- Accuracy/avoidance (acc, avoid)
- Movement (speed, jump)
- Upgrade slots (slots, tuc)
- All equipment properties
**Java Source:**
```java
// MapleItemInformationProvider.getAllItems()
// Filter by MapleInventoryType.EQUIP
// Extract equip stats
```
### 4. Monsters (`priv/data/monsters.json`)
```json
[
{
"mob_id": 100100,
"name": "Blue Snail",
"level": 1,
"hp": 50,
"mp": 0,
"exp": 3,
"physical_attack": 8,
"magic_attack": 8,
"physical_defense": 10,
"magic_defense": 10,
"accuracy": 5,
"evasion": 3,
"speed": 50,
"boss": false,
"undead": false,
"flying": false,
"skills": [],
"revives": []
},
...
]
```
**Fields to Export:**
- All stats from MapleMonsterStats
- Behavioral flags (boss, undead, flying, friendly, etc.)
- Skills, revives
- All combat properties
**Java Source:**
```java
// MapleLifeFactory.getAllMonster()
// Convert MapleMonsterStats to JSON
```
### 5. NPCs (`priv/data/npcs.json`)
```json
[
{
"npc_id": 1012000,
"name": "Athena Pierce",
"has_shop": false,
"shop_id": null,
"script": null
},
...
]
```
**Java Source:**
```java
// MapleLifeFactory.getAllNPC()
// MapleNPC.npcShopIDs for shop data
```
### 6. Maps (`priv/data/maps.json`)
```json
[
{
"map_id": 100000000,
"map_name": "Henesys",
"street_name": "Victoria Island",
"return_map": 100000000,
"forced_return": 100000000,
"mob_rate": 1.0,
"field_limit": 0,
"time_limit": -1,
"bgm": "Bgm04/PlayWithMe",
"portals": [
{
"id": 0,
"name": "sp",
"type": "sp",
"x": -1283,
"y": 86,
"target_map": 999999999,
"target_portal": "",
"script": null
},
{
"id": 1,
"name": "market00",
"type": "pv",
"x": -1183,
"y": 86,
"target_map": 910000000,
"target_portal": "market01",
"script": null
}
],
"footholds": [
{
"id": 1,
"x1": -1400,
"y1": 120,
"x2": -1200,
"y2": 120,
"prev": 0,
"next": 2
}
],
"top": -400,
"bottom": 300,
"left": -1600,
"right": 1200
},
...
]
```
**Fields to Export:**
- Map metadata (id, name, street_name)
- Return maps (return_map, forced_return)
- Rates (mob_rate, recovery_rate)
- Limits (field_limit, time_limit)
- All portals with full data
- All footholds with connections
- Bounds (top, bottom, left, right)
- BGM, scripts, properties
**Java Source:**
```java
// MapleMapFactory.loadAllFieldTemplates()
// FieldTemplate contains all data
// Extract portals from MaplePortal
// Extract footholds from MapleFootholdTree
```
## Implementation Guide
### Create Export Utility Class
```java
package tools;
import com.google.gson.Gson;
import com.google.gson.GsonBuilder;
import server.*;
import server.life.*;
import server.maps.*;
import java.io.*;
import java.nio.file.*;
import java.util.*;
public class WZExporter {
private static final Gson gson = new GsonBuilder()
.setPrettyPrinting()
.create();
private static final String OUTPUT_DIR = "../odinsea-elixir/priv/data/";
public static void main(String[] args) {
System.out.println("Starting WZ data export...");
exportItemStrings();
exportItems();
exportEquips();
exportMonsters();
exportNPCs();
exportMaps();
System.out.println("Export complete!");
}
private static void exportItemStrings() {
// Implementation here
}
private static void exportItems() {
// Implementation here
}
// ... other export methods
private static void writeJson(String filename, Object data) {
try {
Path path = Paths.get(OUTPUT_DIR + filename);
Files.createDirectories(path.getParent());
String json = gson.toJson(data);
Files.write(path, json.getBytes());
System.out.println("Wrote: " + filename);
} catch (IOException e) {
e.printStackTrace();
}
}
}
```
### Run Export
1. Add WZExporter.java to Java project
2. Ensure all providers are loaded (items, maps, life)
3. Run: `java tools.WZExporter`
4. Check output in `../odinsea-elixir/priv/data/`
5. Verify JSON files are valid
6. Test in Elixir by reloading data providers
## Data Validation
After export, validate data:
```elixir
# In Elixir IEx console
Odinsea.Game.ItemInfo.reload()
Odinsea.Game.MapFactory.reload()
Odinsea.Game.LifeFactory.reload()
# Check counts
:ets.info(:odinsea_item_cache, :size) # Should be 10000+
:ets.info(:odinsea_map_templates, :size) # Should be 1000+
:ets.info(:odinsea_monster_stats, :size) # Should be 5000+
# Test lookups
Odinsea.Game.ItemInfo.get_name(2000000) # "Red Potion"
Odinsea.Game.MapFactory.get_map_name(100000000) # "Henesys"
Odinsea.Game.LifeFactory.get_monster_name(100100) # "Blue Snail"
```
## Performance Considerations
- Export can take 5-10 minutes for full WZ data
- JSON files will be 50-100MB total
- Consider compressing (gzip) for distribution
- ETS loading takes <1 second with JSON
- Memory usage: ~100MB for all cached data
## Incremental Export
For development, export subsets:
```java
// Export only common maps
if (mapId < 110000000 && mapId >= 100000000) {
exportMap(mapId);
}
// Export only beginner monsters
if (mobId < 9999999 && level <= 30) {
exportMonster(mobId);
}
```
## Troubleshooting
**Problem:** JSON parsing fails in Elixir
- Check JSON syntax with `jq` or online validator
- Ensure UTF-8 encoding
- Check for special characters in names
**Problem:** Missing data in exports
- Verify Java providers are fully initialized
- Check for null values
- Add default values in Java export code
**Problem:** Export crashes or hangs
- Add try/catch around each item
- Log progress every 100 items
- Export in smaller batches
## Future Improvements
1. **Incremental Updates**
- Track WZ file changes
- Only export modified data
- Generate diff files
2. **Validation**
- Schema validation
- Referential integrity checks
- Detect missing required fields
3. **Compression**
- GZIP JSON files
- Binary format (MessagePack)
- Reduce file sizes 80%
4. **Automation**
- CI/CD integration
- Auto-export on WZ updates
- Version tracking
---
**Next Step:** Create `WZExporter.java` in Java project and run export!