Phantasy Star Online game server
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ChatCommands.cc
ChatCommands.hh
Client.cc
Client.hh
Compression.cc
Compression.hh
DNSServer.cc
DNSServer.hh
FileContentsCache.cc
FileContentsCache.hh
Items.cc
Items.hh
LICENSE
LevelTable.cc
LevelTable.hh
License.cc
License.hh
Lobby.cc
Lobby.hh
Main.cc
Makefile
Map.cc
Map.hh
Menu.cc
Menu.hh
NetworkAddresses.cc
NetworkAddresses.hh
PSODolphinConfig.py
PSOEncryption.cc
PSOEncryption.hh
PSOProtocol.cc
PSOProtocol.hh
Player.cc
Player.hh
Quest.cc
Quest.hh
README.md
RareItemSet.cc
RareItemSet.hh
ReceiveCommands.cc
ReceiveCommands.hh
ReceiveSubcommands.cc
ReceiveSubcommands.hh
SendCommands.cc
SendCommands.hh
Server.cc
Server.hh
ServerState.cc
ServerState.hh
Text.cc
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Version.cc
Version.hh

README.md

newserv

newserv is a game server for Phantasy Star Online (PSO).

This project includes code that was reverse-engineered by the community in ages long past, and has been included in many projects since then. It also includes some game data from Phantasy Star Online itself; this data was originally created by Sega.

This project is a rewrite of a rewrite of a game server that I wrote many years ago. In its current state, do not expect this server to work well - it's not very thoroughly tested and probably won't be anytime soon. But with that said, newserv does handle a single player on PSO GameCube pretty well - lobbies work, games work, quests work, chat commands (including cheat modes) work, things don't break. I haven't tested it with multiple players yet, but there are probably only minor bugs. newserv probably doesn't work at all for other versions of PSO, since I haven't tested them yet.

History

In ages long past (probably 2005? I honestly can't remember), I began writing a PSO server. This project became known as khyller, evolving into a full-featured environment supporting all versions of the game that I had access to - PC, GC, and BB. But as this evolution occurred, the code became increasingly ugly and hard to work with, littered with debugging filth that I never cleaned up and odd coding patterns that I had picked up over the years.

Sometime in 2006 or 2007, I abandoned khyller and rebuilt the entire thing from scratch, resulting in newserv. But this newserv was not the project you're looking at now; 2007's newserv was substantially cleaner in code than khyller but was still quite ugly, and it lacked a few of the more esoteric features I had originally written (for example, the ability to convert any quest into a download quest). I felt better about working with this code, but it still had some stability problems. It turns out that 2007's newserv's concurrency implementation was simply incorrect - I had derived the concept of a mutex myself (before taking any real computer engineering classes) but implemented it incorrectly. No wonder newserv would randomly crash after running seemingly fine for a few days.

A little-known fact is that no version of khyller or newserv was ever tested with the DreamCast versions of PSO. Both projects claimed to support them, but the DC server implementations were based only on chat conversations (likely now lost to time) with other people in the community who had done research on the DC version.

Last weekend (October 2018), I had some random cause to reminisce. I looked back in my old code archives and came across newserv. Somehow inspired, I spent a weekend and a couple more evenings rewriting the entire project again, cleaning up ancient patterns I had used eleven years ago, replacing entire modules with simple STL containers, and eliminating even more support files in favor of configuration autodetection. The code is now suitably modern and the concurrency primitives it uses are correct (thought I haven't audited where exactly they're used; there are likely some missing lock contexts still).

Future

Really, this project is mostly for my own nostalgia. Feel free to peruse if you'd like. If I'm suitably inspired again, I may boot up my copies of PSO and play around with it, and I'm sure I'll find numerous bugs the first time I do so. But I offer no guarantees on when this will happen, or if it will happen at all.

Usage

So, you've read all of the above and you want to try it out? Here's what you do:

If you're running PSO on a real GameCube, you can make PSO connect to newserv by changing its default gateway and DNS server addresses to newserv's address.

If you're emulating PSO GC using Dolphin on Mac OS (like I am), you can make it connect to newserv by doing this:

  • Install tuntap (http://tuntaposx.sourceforge.net/).
  • Build and install memwatch (https://github.com/fuzziqersoftware/memwatch).
  • Put a copy of Dolphin.app in the newserv directory.
  • Run sudo python3 PSODolphinConfig.py in there. This will run Dolphin as well.
  • In PSO, manually configure your network settings as follows: IP address = 192.168.0.200, subnet mask = 255.255.255.0, default gateway = 192.168.0.5, DNS server address 1 = 192.168.0.5.
  • Start an online game, and it will connect to your local instance of newserv! PSODolphinConfig.py opens and configures the tap0 network interface, runs Dolphin as your user (not as root), and gives it access to the tap0 interface. The script terminates after Dolphin opens the tap0 interface, so you don't need to leave anything running as root for a long time.