mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-12 10:28:05 +00:00
feat: re-write persistent object ID tracker
Features: - Remove random objectIDs entirely - Replace random objectIDs with persistentIDs - Remove the need to contact the MASTER server for a persistent ID - Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated - Default character xml version to be the most recent one Fixes: - Return optional from GetModel (and check for nullopt where it may exist) - Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this) There is also duplicate check logic in place for properties and UGC/Models
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@@ -30,6 +30,7 @@
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#include "BitStreamUtils.h"
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#include "CheatDetection.h"
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#include "CharacterComponent.h"
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#include "eCharacterVersion.h"
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UserManager* UserManager::m_Address = nullptr;
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@@ -324,79 +325,77 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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LOG("AccountID: %i is creating a character with name: %s (temporary: %s)", u->GetAccountID(), name.c_str(), predefinedName.c_str());
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}
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//Now that the name is ok, we can get an objectID from Master:
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ObjectIDManager::RequestPersistentID([=, this](uint32_t persistentID) {
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LWOOBJID objectID = persistentID;
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GeneralUtils::SetBit(objectID, eObjectBits::CHARACTER);
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if (Database::Get()->GetCharacterInfo(objectID)) {
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LOG("Character object id unavailable, check object_id_tracker!");
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::OBJECT_ID_UNAVAILABLE);
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return;
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}
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//Now that the name is ok, we can get a persistent ObjectID:
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LWOOBJID objectID = ObjectIDManager::GetPersistentID();
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const uint32_t maxRetries = 100;
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uint32_t tries = 0;
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while (Database::Get()->GetCharacterInfo(objectID) && tries < maxRetries) {
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tries++;
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LOG("Found a duplicate character %llu, getting a new objectID", objectID);
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objectID = ObjectIDManager::GetPersistentID();
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}
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std::stringstream xml;
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xml << "<obj v=\"1\">";
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if (tries >= maxRetries) {
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LOG("Failed to get a unique objectID for new character after %i tries, aborting char creation for account %i", maxRetries, u->GetAccountID());
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::OBJECT_ID_UNAVAILABLE);
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return;
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}
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xml << "<mf hc=\"" << hairColor << "\" hs=\"" << hairStyle << "\" hd=\"0\" t=\"" << shirtColor << "\" l=\"" << pantsColor;
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xml << "\" hdc=\"0\" cd=\"" << shirtStyle << "\" lh=\"" << lh << "\" rh=\"" << rh << "\" es=\"" << eyebrows << "\" ";
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xml << "ess=\"" << eyes << "\" ms=\"" << mouth << "\"/>";
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std::stringstream xml;
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xml << "<obj v=\"1\">";
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xml << "<char acct=\"" << u->GetAccountID() << "\" cc=\"0\" gm=\"0\" ft=\"0\" llog=\"" << time(NULL) << "\" ";
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xml << "ls=\"0\" lzx=\"-626.5847\" lzy=\"613.3515\" lzz=\"-28.6374\" lzrx=\"0.0\" lzry=\"0.7015\" lzrz=\"0.0\" lzrw=\"0.7126\" ";
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xml << "stt=\"0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;\">";
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xml << "<vl><l id=\"1000\" cid=\"0\"/></vl>";
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xml << "<mf hc=\"" << hairColor << "\" hs=\"" << hairStyle << "\" hd=\"0\" t=\"" << shirtColor << "\" l=\"" << pantsColor;
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xml << "\" hdc=\"0\" cd=\"" << shirtStyle << "\" lh=\"" << lh << "\" rh=\"" << rh << "\" es=\"" << eyebrows << "\" ";
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xml << "ess=\"" << eyes << "\" ms=\"" << mouth << "\"/>";
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xml << "</char>";
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xml << "<char acct=\"" << u->GetAccountID() << "\" cc=\"0\" gm=\"0\" ft=\"0\" llog=\"" << time(NULL) << "\" ";
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xml << "ls=\"0\" lzx=\"-626.5847\" lzy=\"613.3515\" lzz=\"-28.6374\" lzrx=\"0.0\" lzry=\"0.7015\" lzrz=\"0.0\" lzrw=\"0.7126\" ";
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xml << "stt=\"0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;\">";
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xml << "<vl><l id=\"1000\" cid=\"0\"/></vl>";
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xml << "<dest hm=\"4\" hc=\"4\" im=\"0\" ic=\"0\" am=\"0\" ac=\"0\" d=\"0\"/>";
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xml << "</char>";
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xml << "<inv><bag><b t=\"0\" m=\"20\"/><b t=\"1\" m=\"40\"/><b t=\"2\" m=\"240\"/><b t=\"3\" m=\"240\"/><b t=\"14\" m=\"40\"/></bag><items><in t=\"0\">";
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xml << "<dest hm=\"4\" hc=\"4\" im=\"0\" ic=\"0\" am=\"0\" ac=\"0\" d=\"0\"/>";
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LWOOBJID lwoidforshirt = ObjectIDManager::GenerateRandomObjectID();
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LWOOBJID lwoidforpants;
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xml << "<inv><bag><b t=\"0\" m=\"20\"/><b t=\"1\" m=\"40\"/><b t=\"2\" m=\"240\"/><b t=\"3\" m=\"240\"/><b t=\"14\" m=\"40\"/></bag><items><in t=\"0\">";
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do {
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lwoidforpants = ObjectIDManager::GenerateRandomObjectID();
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} while (lwoidforpants == lwoidforshirt); //Make sure we don't have the same ID for both shirt and pants
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LWOOBJID lwoidforshirt = ObjectIDManager::GetPersistentID();
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LWOOBJID lwoidforpants = ObjectIDManager::GetPersistentID();
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GeneralUtils::SetBit(lwoidforshirt, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(lwoidforpants, eObjectBits::CHARACTER);
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xml << "<i l=\"" << shirtLOT << "\" id=\"" << lwoidforshirt << "\" s=\"0\" c=\"1\" eq=\"1\" b=\"1\"/>";
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xml << "<i l=\"" << pantsLOT << "\" id=\"" << lwoidforpants << "\" s=\"1\" c=\"1\" eq=\"1\" b=\"1\"/>";
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xml << "<i l=\"" << shirtLOT << "\" id=\"" << lwoidforshirt << "\" s=\"0\" c=\"1\" eq=\"1\" b=\"1\"/>";
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xml << "<i l=\"" << pantsLOT << "\" id=\"" << lwoidforpants << "\" s=\"1\" c=\"1\" eq=\"1\" b=\"1\"/>";
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xml << "</in></items></inv><lvl l=\"1\" cv=\"" << GeneralUtils::ToUnderlying(eCharacterVersion::UP_TO_DATE) << "\" sb=\"500\"/><flag></flag></obj>";
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xml << "</in></items></inv><lvl l=\"1\" cv=\"1\" sb=\"500\"/><flag></flag></obj>";
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//Check to see if our name was pre-approved:
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bool nameOk = IsNamePreapproved(name);
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if (!nameOk && u->GetMaxGMLevel() > eGameMasterLevel::FORUM_MODERATOR) nameOk = true;
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//Check to see if our name was pre-approved:
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bool nameOk = IsNamePreapproved(name);
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if (!nameOk && u->GetMaxGMLevel() > eGameMasterLevel::FORUM_MODERATOR) nameOk = true;
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// If predefined name is invalid, change it to be their object id
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// that way more than one player can create characters if the predefined name files are not provided
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auto assignedPredefinedName = predefinedName;
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if (assignedPredefinedName == "INVALID") {
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std::stringstream nameObjID;
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nameObjID << "minifig" << objectID;
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assignedPredefinedName = nameObjID.str();
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}
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// If predefined name is invalid, change it to be their object id
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// that way more than one player can create characters if the predefined name files are not provided
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auto assignedPredefinedName = predefinedName;
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if (assignedPredefinedName == "INVALID") {
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std::stringstream nameObjID;
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nameObjID << "minifig" << objectID;
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assignedPredefinedName = nameObjID.str();
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}
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std::string_view nameToAssign = !name.empty() && nameOk ? name : assignedPredefinedName;
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std::string pendingName = !name.empty() && !nameOk ? name : "";
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std::string_view nameToAssign = !name.empty() && nameOk ? name : assignedPredefinedName;
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std::string pendingName = !name.empty() && !nameOk ? name : "";
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ICharInfo::Info info;
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info.name = nameToAssign;
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info.pendingName = pendingName;
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info.id = objectID;
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info.accountId = u->GetAccountID();
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ICharInfo::Info info;
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info.name = nameToAssign;
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info.pendingName = pendingName;
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info.id = objectID;
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info.accountId = u->GetAccountID();
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Database::Get()->InsertNewCharacter(info);
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Database::Get()->InsertNewCharacter(info);
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//Now finally insert our character xml:
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Database::Get()->InsertCharacterXml(objectID, xml.str());
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//Now finally insert our character xml:
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Database::Get()->InsertCharacterXml(objectID, xml.str());
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::SUCCESS);
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UserManager::RequestCharacterList(sysAddr);
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});
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::SUCCESS);
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UserManager::RequestCharacterList(sysAddr);
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}
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void UserManager::DeleteCharacter(const SystemAddress& sysAddr, Packet* packet) {
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