fix: load fdbchecksum to verify, even on character selection (world 0) (#1176)

This commit is contained in:
Aaron Kimbrell 2023-08-04 17:48:45 -05:00 committed by GitHub
parent a29253d2f0
commit 7e2747a2d2
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@ -262,50 +262,51 @@ int main(int argc, char** argv) {
Game::zoneManager->Initialize(LWOZONEID(zoneID, instanceID, cloneID)); Game::zoneManager->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
g_CloneID = cloneID; g_CloneID = cloneID;
// pre calculate the FDB checksum
if (Game::config->GetValue("check_fdb") == "1") {
std::ifstream fileStream;
static const std::vector<std::string> aliases = {
"CDServers.fdb",
"cdserver.fdb",
"CDClient.fdb",
"cdclient.fdb",
};
for (const auto& file : aliases) {
fileStream.open(Game::assetManager->GetResPath() / file, std::ios::binary | std::ios::in);
if (fileStream.is_open()) {
break;
}
}
const int32_t bufferSize = 1024;
MD5* md5 = new MD5();
char fileStreamBuffer[1024] = {};
while (!fileStream.eof()) {
memset(fileStreamBuffer, 0, bufferSize);
fileStream.read(fileStreamBuffer, bufferSize);
md5->update(fileStreamBuffer, fileStream.gcount());
}
fileStream.close();
const char* nullTerminateBuffer = "\0";
md5->update(nullTerminateBuffer, 1); // null terminate the data
md5->finalize();
databaseChecksum = md5->hexdigest();
delete md5;
Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s", databaseChecksum.c_str());
}
} else { } else {
Game::entityManager->Initialize(); Game::entityManager->Initialize();
} }
// pre calculate the FDB checksum
if (Game::config->GetValue("check_fdb") == "1") {
std::ifstream fileStream;
static const std::vector<std::string> aliases = {
"CDServers.fdb",
"cdserver.fdb",
"CDClient.fdb",
"cdclient.fdb",
};
for (const auto& file : aliases) {
fileStream.open(Game::assetManager->GetResPath() / file, std::ios::binary | std::ios::in);
if (fileStream.is_open()) {
break;
}
}
const int32_t bufferSize = 1024;
MD5* md5 = new MD5();
char fileStreamBuffer[1024] = {};
while (!fileStream.eof()) {
memset(fileStreamBuffer, 0, bufferSize);
fileStream.read(fileStreamBuffer, bufferSize);
md5->update(fileStreamBuffer, fileStream.gcount());
}
fileStream.close();
const char* nullTerminateBuffer = "\0";
md5->update(nullTerminateBuffer, 1); // null terminate the data
md5->finalize();
databaseChecksum = md5->hexdigest();
delete md5;
Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s", databaseChecksum.c_str());
}
uint32_t currentFrameDelta = highFrameDelta; uint32_t currentFrameDelta = highFrameDelta;
// These values are adjust them selves to the current framerate should it update. // These values are adjust them selves to the current framerate should it update.
uint32_t logFlushTime = 15 * currentFramerate; // 15 seconds in frames uint32_t logFlushTime = 15 * currentFramerate; // 15 seconds in frames