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
This commit is contained in:
David Markowitz
2025-09-28 20:30:59 -07:00
parent b5a3cc9187
commit 151d05e853
43 changed files with 676 additions and 656 deletions

View File

@@ -1,6 +1,5 @@
set(DMASTERSERVER_SOURCES
"InstanceManager.cpp"
"PersistentIDManager.cpp"
"Start.cpp"
)

View File

@@ -35,7 +35,6 @@
#include "Game.h"
#include "InstanceManager.h"
#include "MasterPackets.h"
#include "PersistentIDManager.h"
#include "FdbToSqlite.h"
#include "BitStreamUtils.h"
#include "Start.h"
@@ -360,7 +359,6 @@ int main(int argc, char** argv) {
Database::Get()->SetMasterInfo(info);
//Create additional objects here:
PersistentIDManager::Initialize();
Game::im = new InstanceManager(Game::server->GetIP());
//Get CDClient initial information
@@ -534,17 +532,6 @@ void HandlePacket(Packet* packet) {
if (static_cast<ServiceType>(packet->data[1]) == ServiceType::MASTER) {
switch (static_cast<MessageType::Master>(packet->data[3])) {
case MessageType::Master::REQUEST_PERSISTENT_ID: {
LOG("A persistent ID req");
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID = 0;
inStream.Read(requestID);
uint32_t objID = PersistentIDManager::GeneratePersistentID();
MasterPackets::SendPersistentIDResponse(Game::server, packet->systemAddress, requestID, objID);
break;
}
case MessageType::Master::REQUEST_ZONE_TRANSFER: {
LOG("Received zone transfer req");
@@ -882,9 +869,6 @@ int ShutdownSequence(int32_t signal) {
LOG("Triggered master shutdown");
}
PersistentIDManager::SaveToDatabase();
LOG("Saved ObjectIDTracker to DB");
// A server might not be finished spinning up yet, remove all of those here.
for (const auto& instance : Game::im->GetInstances()) {
if (!instance) continue;

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@@ -1,45 +0,0 @@
#include "PersistentIDManager.h"
// Custom Classes
#include "Database.h"
#include "Logger.h"
#include "Game.h"
namespace {
uint32_t CurrentPersistentID = 1; //!< The highest current persistent ID in use
};
//! Initializes the manager
void PersistentIDManager::Initialize() {
try {
auto lastObjectId = Database::Get()->GetCurrentPersistentId();
if (!lastObjectId) {
Database::Get()->InsertDefaultPersistentId();
} else {
CurrentPersistentID = lastObjectId.value();
}
if (CurrentPersistentID <= 0) {
LOG("Invalid persistent object ID in database. Aborting to prevent bad id generation.");
throw std::runtime_error("Invalid persistent object ID in database. Aborting to prevent bad id generation.");
}
} catch (std::exception& e) {
LOG("Unable to fetch max persistent object ID in use. This will cause issues. Aborting to prevent collisions.");
LOG("Error: %s", e.what());
throw e;
}
}
//! Generates a new persistent ID
uint32_t PersistentIDManager::GeneratePersistentID() {
uint32_t toReturn = ++CurrentPersistentID;
SaveToDatabase();
return toReturn;
}
void PersistentIDManager::SaveToDatabase() {
Database::Get()->UpdatePersistentId(CurrentPersistentID);
}

View File

@@ -1,23 +0,0 @@
#pragma once
// C++
#include <cstdint>
/*!
\file PersistentIDManager.h
\brief A manager that handles requests for object IDs
*/
//! The Object ID Manager
namespace PersistentIDManager {
//! Initializes the manager
void Initialize();
//! Generates a new persistent ID
/*!
\return The new persistent ID
*/
uint32_t GeneratePersistentID();
void SaveToDatabase();
};