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https://github.com/DarkflameUniverse/DarkflameServer.git
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chore: cleanup objectIdManager overloading and classes (#1391)
* objectIdManager fixes * Remove debug log
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@@ -35,7 +35,7 @@
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#include "Game.h"
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#include "InstanceManager.h"
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#include "MasterPackets.h"
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#include "ObjectIDManager.h"
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#include "PersistentIDManager.h"
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#include "PacketUtils.h"
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#include "FdbToSqlite.h"
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#include "BitStreamUtils.h"
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@@ -134,7 +134,7 @@ int main(int argc, char** argv) {
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if (!resServerPathExists) {
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LOG("%s does not exist, creating it.", (resServerPath).c_str());
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if(!std::filesystem::create_directories(resServerPath)){
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if (!std::filesystem::create_directories(resServerPath)) {
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LOG("Failed to create %s", (resServerPath).string().c_str());
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return EXIT_FAILURE;
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}
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@@ -257,8 +257,8 @@ int main(int argc, char** argv) {
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//Create account
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try {
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Database::Get()->InsertNewAccount(username, std::string(hash, BCRYPT_HASHSIZE));
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} catch(sql::SQLException& e) {
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LOG("A SQL error occurred!:\n %s", e.what());
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} catch (sql::SQLException& e) {
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LOG("A SQL error occurred!:\n %s", e.what());
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return EXIT_FAILURE;
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}
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@@ -288,7 +288,7 @@ int main(int argc, char** argv) {
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Database::Get()->SetMasterIp(master_server_ip, Game::server->GetPort());
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//Create additional objects here:
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ObjectIDManager::Instance()->Initialize(Game::logger);
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PersistentIDManager::Initialize();
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Game::im = new InstanceManager(Game::logger, Game::server->GetIP());
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//Depending on the config, start up servers:
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@@ -464,7 +464,7 @@ void HandlePacket(Packet* packet) {
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uint64_t requestID = 0;
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inStream.Read(requestID);
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uint32_t objID = ObjectIDManager::Instance()->GeneratePersistentID();
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uint32_t objID = PersistentIDManager::GeneratePersistentID();
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MasterPackets::SendPersistentIDResponse(Game::server, packet->systemAddress, requestID, objID);
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break;
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}
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@@ -822,11 +822,8 @@ int ShutdownSequence(int32_t signal) {
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LOG("Triggered master shutdown");
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}
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auto* objIdManager = ObjectIDManager::TryInstance();
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if (objIdManager) {
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objIdManager->SaveToDatabase();
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LOG("Saved ObjectIDTracker to DB");
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}
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PersistentIDManager::SaveToDatabase();
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LOG("Saved ObjectIDTracker to DB");
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// A server might not be finished spinning up yet, remove all of those here.
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for (auto* instance : Game::im->GetInstances()) {
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