mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
refactor: master packets as structs
Every MASTER service packet is now an LUBitStream struct (docs/PacketArchitecture.md, PR 14) and the master server's switch is a dispatch map (PacketDispatcher), as are the master handlers of the world, chat and dashboard servers. - dNet/MasterPackets.h: RequestZoneTransfer, RequestZoneTransferResponse, ServerInfo, RequestSessionKey, SetSessionKey, SessionKeyResponse, NewSessionAlert, PlayerAdded / PlayerRemoved, CreatePrivateZone, RequestPrivateZone (passwords still cut to 50 characters when read), WorldReady, WorldReadyInfo (WORLD_READY to the dashboard), PrepZone, Shutdown, ShutdownResponse, WorldShutDown (SHUTDOWN_RESPONSE to the dashboard), ShutdownUniverse, AffirmTransferRequest/Response, RequestServerList, ServerListResponse, DashboardShutdown, ConfigReload, InstanceShutdown. The Send* functions are gone; MasterPackets::SendToMaster(msg) and SendTo(sysAddr, msg) send a struct. - The dashboard and instance migration structs (PlayerAction, DataChanged, Dashboard messages, MessageCapture, InstanceMigration) are LUBitStreams of the MASTER service now and moved to dNet/master/, included by MasterPackets.h. Their payloads are unchanged; master forwards them by re-serializing the struct instead of copying raw bytes. - InstanceManager, ZoneInstanceManager, MigrationCoordinator, dServer (server info, zone transfer response), auth (SET_SESSION_KEY), the world (session keys, player added and removed, world ready, shutdown response, affirmations, prep zone, shutdown universe) and the dashboard (server list, instance shutdown, config reload, announcements, player actions, message capture) send and read structs. - The login stamps are a `stamps` field of RequestZoneTransfer and RequestZoneTransferResponse (read leniently as before: a message without them reads as empty); master adds its stamps in the REQUEST_ZONE_TRANSFER handler and when it answers, as it did. - InstanceManager::GetInstanceBySysAddr takes a const address. Verified: tests/dGameTests/dNetTests/Legacy/MasterPacketsLegacy.h is a verbatim copy of the old writers and readers; MasterPacketsTests requires identical bytes for a grid of inputs, checks the old readers read what the structs write, round trips and truncation, hand written golden packets, that zone transfers without stamps still read, that the dashboard/migration structs write what "header + Serialize" wrote, and that the dispatcher drops truncated packets. No wire bytes changed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -2,9 +2,9 @@
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#include "ConfigSync.h"
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#include "EconomyLedger.h"
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#include "DashboardNotify.h"
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#include "DashboardMessages.h"
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#include "PlayerAction.h"
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#include "MessageCapture.h"
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#include "master/DashboardMessages.h"
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#include "master/PlayerAction.h"
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#include "master/MessageCapture.h"
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#include "MessageInspector.h"
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#include "LiveEvents.h"
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#include <iostream>
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@@ -62,6 +62,7 @@
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#include "WorldRoutePacket.h"
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#include "ChatServerLink.h"
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#include "PacketDispatcher.h"
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#include "MasterPackets.h"
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#include "GameMessageHandler.h"
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#include "GameMessages.h"
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#include "Mail.h"
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@@ -69,7 +70,6 @@
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "MasterPackets.h"
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#include "PropertyManagementComponent.h"
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#include "AssetManager.h"
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#include "LevelProgressionComponent.h"
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@@ -576,7 +576,10 @@ int main(int argc, char** argv) {
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if (!ready && Game::server->GetIsConnectedToMaster()) {
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LOG("Finished loading world with zone (%i), ready up!", Game::server->GetZoneID());
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MasterPackets::SendWorldReady(Game::server, Game::server->GetZoneID(), Game::server->GetInstanceID());
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MasterPackets::WorldReady worldReady;
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worldReady.zoneID = static_cast<LWOMAPID>(Game::server->GetZoneID());
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worldReady.instanceID = static_cast<LWOINSTANCEID>(Game::server->GetInstanceID());
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MasterPackets::SendToMaster(worldReady);
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ready = true;
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}
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@@ -682,18 +685,11 @@ void HandlePacketChat(Packet* packet) {
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}
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}
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void HandleMasterPacket(Packet* packet) {
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if (packet->length < 2) return;
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if (static_cast<ServiceType>(packet->data[1]) != ServiceType::MASTER || packet->length < 4) return;
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switch (static_cast<MessageType::Master>(packet->data[3])) {
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case MessageType::Master::SESSION_KEY_RESPONSE: {
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namespace {
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void OnSessionKeyResponse(const MasterPackets::SessionKeyResponse& response, const SystemAddress& masterAddr) {
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//Read our session key and to which user it belongs:
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CINSTREAM_SKIP_HEADER;
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uint32_t sessionKey = 0;
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inStream.Read(sessionKey);
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LUWString username;
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inStream.Read(username);
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const uint32_t sessionKey = response.sessionKey;
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const LUWString& username = response.username;
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//Find them:
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auto it = g_PendingUsers.find(username.GetAsString());
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@@ -711,7 +707,7 @@ void HandleMasterPacket(Packet* packet) {
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} else {
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LOG("User %s authenticated with correct key.", username.GetAsString().c_str());
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UserManager::Instance()->DeleteUser(packet->systemAddress);
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UserManager::Instance()->DeleteUser(masterAddr);
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//Create our user and send them in:
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UserManager::Instance()->CreateUser(it->second.sysAddr, username.GetAsString(), userHash);
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@@ -754,11 +750,10 @@ void HandleMasterPacket(Packet* packet) {
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//Notify master:
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{
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::MASTER, MessageType::Master::PLAYER_ADDED);
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bitStream.Write<LWOMAPID>(Game::server->GetZoneID());
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bitStream.Write<LWOINSTANCEID>(g_InstanceID);
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Game::server->SendToMaster(bitStream);
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MasterPackets::PlayerAdded added;
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added.zoneID = static_cast<LWOMAPID>(Game::server->GetZoneID());
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added.instanceID = static_cast<LWOINSTANCEID>(g_InstanceID);
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MasterPackets::SendToMaster(added);
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}
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if (seamlessCharacter != LWOOBJID_EMPTY) {
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@@ -766,89 +761,20 @@ void HandleMasterPacket(Packet* packet) {
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WorldMigration::OnSeamlessArrival(Game::entityManager->GetEntity(seamlessCharacter));
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}
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}
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break;
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}
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case MessageType::Master::AFFIRM_TRANSFER_REQUEST: {
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CINSTREAM_SKIP_HEADER;
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uint64_t requestID;
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inStream.Read(requestID);
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void OnAffirmTransferRequest(const MasterPackets::AffirmTransferRequest& request, const SystemAddress& sysAddr) {
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const uint64_t requestID = request.requestID;
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LOG("Got affirmation request of transfer %llu", requestID);
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::MASTER, MessageType::Master::AFFIRM_TRANSFER_RESPONSE);
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bitStream.Write(requestID);
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Game::server->SendToMaster(bitStream);
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break;
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MasterPackets::AffirmTransferResponse response;
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response.requestID = requestID;
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MasterPackets::SendToMaster(response);
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}
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case MessageType::Master::SHUTDOWN: {
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Game::lastSignal = -1;
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LOG("Got shutdown request from master, zone (%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
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break;
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}
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case MessageType::Master::MIGRATE_PLAYERS: {
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CINSTREAM_SKIP_HEADER;
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MigratePlayersOrder order;
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if (order.Deserialize(inStream)) WorldMigration::HandleOrder(order);
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break;
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}
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case MessageType::Master::MIGRATE_PLAYER_STATE: {
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CINSTREAM_SKIP_HEADER;
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CarriedPlayerState state;
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if (state.Deserialize(inStream)) WorldMigration::StoreCarriedState(state);
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break;
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}
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case MessageType::Master::MIGRATE_STATUS: {
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CINSTREAM_SKIP_HEADER;
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MigrationStatus status;
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if (status.Deserialize(inStream)) WorldMigration::HandleStatus(status);
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break;
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}
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case MessageType::Master::PLAYER_ACTION: {
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CINSTREAM_SKIP_HEADER;
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PlayerActionRequest request;
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if (!request.Deserialize(inStream)) break;
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PlayerActionResult result;
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result.requestId = request.requestId;
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result.action = request.action;
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result.affected = DashboardActions::Apply(request);
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::MASTER, MessageType::Master::PLAYER_ACTION_RESULT);
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result.Serialize(bitStream);
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Game::server->SendToMaster(bitStream);
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break;
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}
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case MessageType::Master::MESSAGE_CAPTURE_CONTROL: {
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CINSTREAM_SKIP_HEADER;
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MessageCaptureControl control;
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if (control.Deserialize(inStream)) MessageInspector::Control(control);
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break;
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}
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case MessageType::Master::ANNOUNCE: {
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CINSTREAM_SKIP_HEADER;
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Announcement announcement;
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if (announcement.Deserialize(inStream)) DashboardNotify::Announce(announcement.title, announcement.message);
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break;
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}
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case MessageType::Master::NEW_SESSION_ALERT: {
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CINSTREAM_SKIP_HEADER;
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uint32_t sessionKey{};
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inStream.Read(sessionKey);
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LUString username;
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inStream.Read(username);
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void OnNewSessionAlert(const MasterPackets::NewSessionAlert& alert, const SystemAddress& sysAddr) {
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const uint32_t sessionKey = alert.sessionKey;
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const LUString& username = alert.username;
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LOG("Got new session alert for user %s", username.string.c_str());
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//Find them:
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User* user = UserManager::Instance()->GetUser(username.string.c_str());
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@@ -863,9 +789,43 @@ void HandleMasterPacket(Packet* packet) {
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Game::server->Disconnect(user->GetSystemAddress(), eServerDisconnectIdentifiers::INVALID_SESSION_KEY);
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return;
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}
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break;
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}
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default:
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void OnPlayerAction(const PlayerActionRequest& request, const SystemAddress& sysAddr) {
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PlayerActionResult result;
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result.requestId = request.requestId;
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result.action = request.action;
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result.affected = DashboardActions::Apply(request);
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MasterPackets::SendToMaster(result);
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}
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// Packets from master that dServer hands back to us
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const PacketDispatcher<MessageType::Master>& MasterHandlers() {
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static const auto handlers = [] {
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PacketDispatcher<MessageType::Master> handlers;
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using MessageType::Master;
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handlers.On<MasterPackets::SessionKeyResponse>(Master::SESSION_KEY_RESPONSE, OnSessionKeyResponse);
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handlers.On<MasterPackets::AffirmTransferRequest>(Master::AFFIRM_TRANSFER_REQUEST, OnAffirmTransferRequest);
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handlers.On<MasterPackets::Shutdown>(Master::SHUTDOWN, [](const MasterPackets::Shutdown&, const SystemAddress&) {
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Game::lastSignal = -1;
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LOG("Got shutdown request from master, zone (%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
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});
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handlers.On<MigratePlayersOrder>(Master::MIGRATE_PLAYERS, [](const MigratePlayersOrder& order, const SystemAddress&) { WorldMigration::HandleOrder(order); });
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handlers.On<CarriedPlayerState>(Master::MIGRATE_PLAYER_STATE, [](const CarriedPlayerState& state, const SystemAddress&) { WorldMigration::StoreCarriedState(state); });
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handlers.On<MigrationStatus>(Master::MIGRATE_STATUS, [](const MigrationStatus& status, const SystemAddress&) { WorldMigration::HandleStatus(status); });
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handlers.On<PlayerActionRequest>(Master::PLAYER_ACTION, OnPlayerAction);
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handlers.On<MessageCaptureControl>(Master::MESSAGE_CAPTURE_CONTROL, [](const MessageCaptureControl& control, const SystemAddress&) { MessageInspector::Control(control); });
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handlers.On<Announcement>(Master::ANNOUNCE, [](const Announcement& announcement, const SystemAddress&) { DashboardNotify::Announce(announcement.title, announcement.message); });
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handlers.On<MasterPackets::NewSessionAlert>(Master::NEW_SESSION_ALERT, OnNewSessionAlert);
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return handlers;
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}();
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return handlers;
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}
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}
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void HandleMasterPacket(Packet* packet) {
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if (packet->length < 4) return;
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if (!MasterHandlers().Dispatch(packet, ServiceType::MASTER)) {
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LOG("Unknown packet ID from master %i", int(packet->data[3]));
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}
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}
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@@ -1151,11 +1111,10 @@ void CleanupDisconnectedUser(const SystemAddress& sysAddr) {
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PropertyManagementComponent::Instance()->Save();
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}
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::MASTER, MessageType::Master::PLAYER_REMOVED);
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bitStream.Write<LWOMAPID>(Game::server->GetZoneID());
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bitStream.Write<LWOINSTANCEID>(g_InstanceID);
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Game::server->SendToMaster(bitStream);
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MasterPackets::PlayerRemoved removed;
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removed.zoneID = static_cast<LWOMAPID>(Game::server->GetZoneID());
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removed.instanceID = static_cast<LWOINSTANCEID>(g_InstanceID);
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MasterPackets::SendToMaster(removed);
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}
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// The world server's handlers for what clients send (ServiceType::WORLD). WorldPackets has the structs; each one is
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@@ -1202,10 +1161,9 @@ namespace {
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}
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//Request the session info from Master:
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::MASTER, MessageType::Master::REQUEST_SESSION_KEY);
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bitStream.Write(username);
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Game::server->SendToMaster(bitStream);
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MasterPackets::RequestSessionKey request;
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request.username = username;
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MasterPackets::SendToMaster(request);
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//Insert info into our pending list
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TempSessionInfo info;
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@@ -1742,7 +1700,5 @@ void FinalizeShutdown() {
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}
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void SendShutdownMessageToMaster() {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::MASTER, MessageType::Master::SHUTDOWN_RESPONSE);
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Game::server->SendToMaster(bitStream);
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MasterPackets::SendToMaster(MasterPackets::ShutdownResponse());
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}
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