Public release of the DLU server code!

Have fun!
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2021-12-05 18:54:36 +01:00
parent 5f7270e4ad
commit 0545adfac3
1146 changed files with 368646 additions and 1 deletions

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#include "ObjectIDManager.h"
// Std
#include <random>
// Custom Classes
#include "MasterPackets.h"
#include "Database.h"
#include "dLogger.h"
#include "Game.h"
// Static Variables
ObjectIDManager * ObjectIDManager::m_Address = nullptr;
static std::uniform_int_distribution<int> uni(10000000, INT32_MAX);
//! Initializes the manager
void ObjectIDManager::Initialize(void) {
//this->currentRequestID = 0;
this->currentObjectID = uint32_t(1152921508165007067); //Initial value for this server's objectIDs
}
//! Requests a persistent ID
void ObjectIDManager::RequestPersistentID(std::function<void(uint32_t)> callback) {
PersistentIDRequest * request = new PersistentIDRequest();
request->requestID = ++this->currentRequestID;
request->callback = callback;
this->requests.push_back(request);
MasterPackets::SendPersistentIDRequest(Game::server, request->requestID);
}
//! Handles a persistent ID response
void ObjectIDManager::HandleRequestPersistentIDResponse(uint64_t requestID, uint32_t persistentID) {
for (uint32_t i = 0; i < this->requests.size(); ++i) {
if (this->requests[i]->requestID == requestID) {
// Call the callback function
this->requests[i]->callback(persistentID);
// Then delete the request
delete this->requests[i];
this->requests.erase(this->requests.begin() + i);
return;
}
}
}
//! Handles cases where we have to get a unique object ID synchronously
uint32_t ObjectIDManager::GenerateRandomObjectID()
{
std::random_device rd;
std::mt19937 rng(rd());
return uni(rng);
}
//! Generates an object ID server-sided (used for regular entities like smashables)
uint32_t ObjectIDManager::GenerateObjectID(void) {
return ++this->currentObjectID;
}

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#pragma once
// C++
#include <functional>
#include <vector>
#include <stdint.h>
/*!
\file ObjectIDManager.hpp
\brief A manager for handling object ID generation
*/
//! The persistent ID request
struct PersistentIDRequest {
uint64_t requestID;
std::function<void(uint32_t)> callback;
};
//! The Object ID Manager
class ObjectIDManager {
private:
static ObjectIDManager * m_Address; //!< The singleton instance
std::vector<PersistentIDRequest*> requests; //!< All outstanding persistent ID requests
uint64_t currentRequestID; //!< The current request ID
uint32_t currentObjectID; //!< The current object ID
public:
//! The singleton instance
static ObjectIDManager * Instance() {
if (m_Address == 0) {
m_Address = new ObjectIDManager;
}
return m_Address;
}
//! Initializes the manager
void Initialize(void);
//! Requests a persistent ID
/*!
\param callback The callback function
*/
void RequestPersistentID(std::function<void(uint32_t)> callback);
//! Handles a persistent ID response
/*!
\param requestID The request ID
\param persistentID The persistent ID
*/
void HandleRequestPersistentIDResponse(uint64_t requestID, uint32_t persistentID);
//! Generates an object ID server-sided
/*!
\return A generated object ID
*/
uint32_t GenerateObjectID(void);
//! Generates a random object ID server-sided
/*!
\return A generated object ID
*/
static uint32_t GenerateRandomObjectID();
//! Generates a persistent object ID server-sided
/*!
\return A generated object ID
*/
uint32_t GeneratePersistentObjectID(void);
};

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#include "PerformanceManager.h"
#include "UserManager.h"
#define HIGH 16
#define MEDIUM 33
#define LOW 66
#define SOCIAL { MEDIUM, LOW }
#define BATTLE { HIGH, MEDIUM }
#define BATTLE_INSTANCE { MEDIUM, LOW }
#define RACE { MEDIUM, LOW }
#define PROPERTY { LOW, LOW }
PerformanceProfile PerformanceManager::m_CurrentProfile = SOCIAL;
PerformanceProfile PerformanceManager::m_DefaultProfile = SOCIAL;
PerformanceProfile PerformanceManager::m_InactiveProfile = { LOW, LOW };
std::map<LWOMAPID, PerformanceProfile> PerformanceManager::m_Profiles = {
// VE
{ 1000, SOCIAL },
// AG
{ 1100, BATTLE },
{ 1101, BATTLE_INSTANCE },
{ 1102, BATTLE_INSTANCE },
{ 1150, PROPERTY },
{ 1151, PROPERTY },
// NS
{ 1200, SOCIAL },
{ 1201, SOCIAL },
{ 1203, RACE },
{ 1204, BATTLE_INSTANCE },
{ 1250, PROPERTY },
{ 1251, PROPERTY },
// GF
{ 1300, BATTLE },
{ 1302, BATTLE_INSTANCE },
{ 1303, BATTLE_INSTANCE },
{ 1350, PROPERTY },
// FV
{ 1400, BATTLE },
{ 1402, BATTLE_INSTANCE },
{ 1403, RACE },
{ 1450, PROPERTY },
// LUP
{ 1600, SOCIAL },
{ 1601, SOCIAL },
{ 1602, SOCIAL },
{ 1603, SOCIAL },
{ 1604, SOCIAL },
// LEGO Club
{ 1700, SOCIAL },
// AM
{ 1800, BATTLE },
// NT
{ 1900, SOCIAL },
// NJ
{ 2000, BATTLE },
{ 2001, BATTLE_INSTANCE },
};
PerformanceManager::PerformanceManager()
{
}
PerformanceManager::~PerformanceManager()
{
}
void PerformanceManager::SelectProfile(LWOMAPID mapID)
{
const auto pair = m_Profiles.find(mapID);
if (pair == m_Profiles.end())
{
m_CurrentProfile = m_DefaultProfile;
return;
}
m_CurrentProfile = pair->second;
}
uint32_t PerformanceManager::GetServerFramerate()
{
if (UserManager::Instance()->GetUserCount() == 0)
{
return m_InactiveProfile.serverFramerate;
}
return m_CurrentProfile.serverFramerate;
}
uint32_t PerformanceManager::GetPhysicsFramerate()
{
if (UserManager::Instance()->GetUserCount() == 0)
{
return m_InactiveProfile.physicsFramerate;
}
return m_CurrentProfile.physicsFramerate;
}
uint32_t PerformanceManager::GetPhysicsStepRate()
{
if (UserManager::Instance()->GetUserCount() == 0)
{
return 10; // Row physics at a really low framerate if the server is empty
}
return m_CurrentProfile.physicsFramerate / m_CurrentProfile.serverFramerate;
}

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#pragma once
#include <map>
#include "dCommonVars.h"
struct PerformanceProfile
{
uint32_t serverFramerate;
uint32_t physicsFramerate;
};
class PerformanceManager
{
public:
~PerformanceManager();
static void SelectProfile(LWOMAPID mapID);
static uint32_t GetServerFramerate();
static uint32_t GetPhysicsFramerate();
static uint32_t GetPhysicsStepRate();
private:
PerformanceManager();
static PerformanceProfile m_CurrentProfile;
static PerformanceProfile m_DefaultProfile;
static PerformanceProfile m_InactiveProfile;
static std::map<LWOMAPID, PerformanceProfile> m_Profiles;
};

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dWorldServer/WorldServer.cpp Normal file

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