Merge remote-tracking branch 'origin/main' into dCinema

This commit is contained in:
wincent 2023-11-11 14:20:13 +01:00
commit a09bbdba32
11 changed files with 210 additions and 145 deletions

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@ -224,6 +224,44 @@ sudo setcap 'cap_net_bind_service=+ep' AuthServer
```
and then go to `build/masterconfig.ini` and change `use_sudo_auth` to 0.
### Linux Service
If you are running this on a linux based system, it will use your terminal to run the program interactively, preventing you using it for other tasks and requiring it to be open to run the server.
_Note: You could use screen or tmux instead for virtual terminals_
To run the server non-interactively, we can use a systemctl service by copying the following file:
```shell
cp ./systemd.example /etc/systemd/system/darkflame.service
```
Make sure to edit the file in `/etc/systemd/system/darkflame.service` and change the:
- `User` and `Group` to the user that runs the darkflame server.
- `ExecPath` to the full file path of the server executable.
To register, enable and start the service use the following commands:
- Reload the systemd manager configuration to make it aware of the new service file:
```shell
systemctl daemon-reload
```
- Start the service:
```shell
systemctl start darkflame.service
```
- Enable OR disable the service to start on boot using:
```shell
systemctl enable darkflame.service
systemctl disable darkflame.service
```
- Verify that the service is running without errors:
```shell
systemctl status darkflame.service
```
- You can also restart, stop, or check the logs of the service using journalctl
```shell
systemctl restart darkflame.service
systemctl stop darkflame.service
journalctl -xeu darkflame.service
```
### First admin user
Run `MasterServer -a` to get prompted to create an admin account. This method is only intended for the system administrator as a means to get started, do NOT use this method to create accounts for other users!
@ -285,6 +323,7 @@ Below are known good SHA256 checksums of the client:
* `0d862f71eedcadc4494c4358261669721b40b2131101cbd6ef476c5a6ec6775b` (unpacked client, includes extra locales, rar compressed)
If the returned hash matches one of the lines above then you can continue with setting up the server. If you are using a fully downloaded and complete client from live, then it will work, but the hash above may not match. Otherwise you must obtain a full install of LEGO® Universe 1.10.64.
You must also make absolutely sure your LEGO Universe client is not in a Windows OneDrive. DLU is not and will not support a client being stored in a OneDrive, so ensure you have moved the client outside of that location.
### Darkflame Universe Client
Darkflame Universe clients identify themselves using a higher version number than the regular live clients out there.

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@ -144,7 +144,7 @@ std::vector<std::pair<uint8_t, uint8_t>> dChatFilter::IsSentenceOkay(const std::
listOfBadSegments.emplace_back(position, originalSegment.length());
}
position += segment.length() + 1;
position += originalSegment.length() + 1;
}
return listOfBadSegments;

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@ -24,7 +24,6 @@ void SortTable(LootTableEntries& table) {
lootToInsert = oldItrInner;
}
}
Game::logger->LogDebug("CDLootTableTable", "highest rarity %i item id %i", highestLootRarity, lootToInsert->itemid);
std::swap(*oldItrOuter, *lootToInsert);
}
}

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@ -1037,7 +1037,7 @@ void GameMessages::SendSetNetworkScriptVar(Entity* entity, const SystemAddress&
}
void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID, LOT item, int currency, NiPoint3 spawnPos, int count) {
if (Game::config->GetValue("disable_drops") == "1") {
if (Game::config->GetValue("disable_drops") == "1" || !entity) {
return;
}
@ -2531,15 +2531,9 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
inStream->Read(sd0Size);
std::shared_ptr<char[]> sd0Data(new char[sd0Size]);
if (sd0Data == nullptr) {
return;
}
if (sd0Data == nullptr) return;
for (uint32_t i = 0; i < sd0Size; ++i) {
uint8_t c;
inStream->Read(c);
sd0Data[i] = c;
}
inStream->ReadAlignedBytes(reinterpret_cast<unsigned char*>(sd0Data.get()), sd0Size);
uint32_t timeTaken;
inStream->Read(timeTaken);
@ -2573,165 +2567,156 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
//We runs this in async because the http library here is blocking, meaning it'll halt the thread.
//But we don't want the server to go unresponsive, because then the client would disconnect.
auto returnVal = std::async(std::launch::async, [&]() {
//We need to get a new ID for our model first:
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newID) {
LWOOBJID newIDL = newID;
GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER);
GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT);
//We need to get a new ID for our model first:
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newID) {
LWOOBJID newIDL = newID;
GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER);
GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT);
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t blueprintIDSmall) {
blueprintIDSmall = ObjectIDManager::Instance()->GenerateRandomObjectID();
LWOOBJID blueprintID = blueprintIDSmall;
GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
uint32_t blueprintIDSmall = ObjectIDManager::Instance()->GenerateRandomObjectID();
LWOOBJID blueprintID = blueprintIDSmall;
GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
//We need to get the propertyID: (stolen from Wincent's propertyManagementComp)
const auto& worldId = Game::zoneManager->GetZone()->GetZoneID();
//We need to get the propertyID: (stolen from Wincent's propertyManagementComp)
const auto& worldId = Game::zoneManager->GetZone()->GetZoneID();
const auto zoneId = worldId.GetMapID();
const auto cloneId = worldId.GetCloneID();
const auto zoneId = worldId.GetMapID();
const auto cloneId = worldId.GetCloneID();
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT id FROM PropertyTemplate WHERE mapID = ?;");
query.bind(1, (int)zoneId);
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT id FROM PropertyTemplate WHERE mapID = ?;");
query.bind(1, (int)zoneId);
auto result = query.execQuery();
auto result = query.execQuery();
if (result.eof() || result.fieldIsNull(0)) return;
if (result.eof() || result.fieldIsNull(0)) return;
int templateId = result.getIntField(0);
int templateId = result.getIntField(0);
result.finalize();
auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;");
auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;");
propertyLookup->setInt(1, templateId);
propertyLookup->setInt64(2, cloneId);
propertyLookup->setInt(1, templateId);
propertyLookup->setInt64(2, cloneId);
auto* propertyEntry = propertyLookup->executeQuery();
uint64_t propertyId = 0;
auto* propertyEntry = propertyLookup->executeQuery();
uint64_t propertyId = 0;
if (propertyEntry->next()) {
propertyId = propertyEntry->getUInt64(1);
}
if (propertyEntry->next()) {
propertyId = propertyEntry->getUInt64(1);
}
delete propertyEntry;
delete propertyLookup;
delete propertyEntry;
delete propertyLookup;
//Insert into ugc:
auto ugcs = Database::CreatePreppedStmt("INSERT INTO `ugc`(`id`, `account_id`, `character_id`, `is_optimized`, `lxfml`, `bake_ao`, `filename`) VALUES (?,?,?,?,?,?,?)");
ugcs->setUInt(1, blueprintIDSmall);
ugcs->setInt(2, entity->GetParentUser()->GetAccountID());
ugcs->setInt(3, entity->GetCharacter()->GetID());
ugcs->setInt(4, 0);
//Insert into ugc:
auto ugcs = Database::CreatePreppedStmt("INSERT INTO `ugc`(`id`, `account_id`, `character_id`, `is_optimized`, `lxfml`, `bake_ao`, `filename`) VALUES (?,?,?,?,?,?,?)");
ugcs->setUInt(1, blueprintIDSmall);
ugcs->setInt(2, entity->GetParentUser()->GetAccountID());
ugcs->setInt(3, entity->GetCharacter()->GetID());
ugcs->setInt(4, 0);
//whacky stream biz
std::string s(sd0Data.get(), sd0Size);
std::istringstream iss(s);
//whacky stream biz
std::string s(sd0Data.get(), sd0Size);
std::istringstream iss(s);
std::istream& stream = iss;
ugcs->setBlob(5, &iss);
ugcs->setBoolean(6, false);
ugcs->setString(7, "weedeater.lxfml");
ugcs->execute();
delete ugcs;
ugcs->setBlob(5, &iss);
ugcs->setBoolean(6, false);
ugcs->setString(7, "weedeater.lxfml");
ugcs->execute();
delete ugcs;
//Insert into the db as a BBB model:
auto* stmt = Database::CreatePreppedStmt("INSERT INTO `properties_contents` VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)");
stmt->setUInt64(1, newIDL);
stmt->setUInt64(2, propertyId);
stmt->setUInt(3, blueprintIDSmall);
stmt->setUInt(4, 14); // 14 is the lot the BBB models use
stmt->setDouble(5, 0.0f); // x
stmt->setDouble(6, 0.0f); // y
stmt->setDouble(7, 0.0f); // z
stmt->setDouble(8, 0.0f); // rx
stmt->setDouble(9, 0.0f); // ry
stmt->setDouble(10, 0.0f); // rz
stmt->setDouble(11, 0.0f); // rw
stmt->setString(12, "Objects_14_name"); // Model name. TODO make this customizable
stmt->setString(13, ""); // Model description. TODO implement this.
stmt->setDouble(14, 0); // behavior 1. TODO implement this.
stmt->setDouble(15, 0); // behavior 2. TODO implement this.
stmt->setDouble(16, 0); // behavior 3. TODO implement this.
stmt->setDouble(17, 0); // behavior 4. TODO implement this.
stmt->setDouble(18, 0); // behavior 5. TODO implement this.
stmt->execute();
delete stmt;
//Insert into the db as a BBB model:
auto* stmt = Database::CreatePreppedStmt("INSERT INTO `properties_contents` VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)");
stmt->setUInt64(1, newIDL);
stmt->setUInt64(2, propertyId);
stmt->setUInt(3, blueprintIDSmall);
stmt->setUInt(4, 14); // 14 is the lot the BBB models use
stmt->setDouble(5, 0.0f); // x
stmt->setDouble(6, 0.0f); // y
stmt->setDouble(7, 0.0f); // z
stmt->setDouble(8, 0.0f); // rx
stmt->setDouble(9, 0.0f); // ry
stmt->setDouble(10, 0.0f); // rz
stmt->setDouble(11, 0.0f); // rw
stmt->setString(12, "Objects_14_name"); // Model name. TODO make this customizable
stmt->setString(13, ""); // Model description. TODO implement this.
stmt->setDouble(14, 0); // behavior 1. TODO implement this.
stmt->setDouble(15, 0); // behavior 2. TODO implement this.
stmt->setDouble(16, 0); // behavior 3. TODO implement this.
stmt->setDouble(17, 0); // behavior 4. TODO implement this.
stmt->setDouble(18, 0); // behavior 5. TODO implement this.
stmt->execute();
delete stmt;
/*
Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream.
(or you uncomment the lxfml decomp stuff above)
*/
/*
Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream.
(or you uncomment the lxfml decomp stuff above)
*/
////Send off to UGC for processing, if enabled:
//if (Game::config->GetValue("ugc_remote") == "1") {
// std::string ugcIP = Game::config->GetValue("ugc_ip");
// int ugcPort = std::stoi(Game::config->GetValue("ugc_port"));
////Send off to UGC for processing, if enabled:
//if (Game::config->GetValue("ugc_remote") == "1") {
// std::string ugcIP = Game::config->GetValue("ugc_ip");
// int ugcPort = std::stoi(Game::config->GetValue("ugc_port"));
// httplib::Client cli(ugcIP, ugcPort); //connect to UGC HTTP server using our config above ^
// httplib::Client cli(ugcIP, ugcPort); //connect to UGC HTTP server using our config above ^
// //Send out a request:
// std::string request = "/3dservices/UGCC150/150" + std::to_string(blueprintID) + ".lxfml";
// cli.Put(request.c_str(), lxfml.c_str(), "text/lxfml");
// //Send out a request:
// std::string request = "/3dservices/UGCC150/150" + std::to_string(blueprintID) + ".lxfml";
// cli.Put(request.c_str(), lxfml.c_str(), "text/lxfml");
// //When the "put" above returns, it means that the UGC HTTP server is done processing our model &
// //the nif, hkx and checksum files are ready to be downloaded from cache.
//}
// //When the "put" above returns, it means that the UGC HTTP server is done processing our model &
// //the nif, hkx and checksum files are ready to be downloaded from cache.
//}
//Tell the client their model is saved: (this causes us to actually pop out of our current state):
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE);
bitStream.Write(localId);
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
bitStream.Write<uint32_t>(1);
bitStream.Write(blueprintID);
//Tell the client their model is saved: (this causes us to actually pop out of our current state):
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE);
bitStream.Write(localId);
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
bitStream.Write<uint32_t>(1);
bitStream.Write(blueprintID);
bitStream.Write<uint32_t>(sd0Size);
bitStream.Write<uint32_t>(sd0Size);
bitStream.WriteAlignedBytes(reinterpret_cast<unsigned char*>(sd0Data.get()), sd0Size);
for (size_t i = 0; i < sd0Size; ++i) {
bitStream.Write(sd0Data[i]);
}
SEND_PACKET;
SEND_PACKET;
//Now we have to construct this object:
//Now we have to construct this object:
EntityInfo info;
info.lot = 14;
info.pos = {};
info.rot = {};
info.spawner = nullptr;
info.spawnerID = entity->GetObjectID();
info.spawnerNodeID = 0;
EntityInfo info;
info.lot = 14;
info.pos = {};
info.rot = {};
info.spawner = nullptr;
info.spawnerID = entity->GetObjectID();
info.spawnerNodeID = 0;
LDFBaseData* ldfBlueprintID = new LDFData<LWOOBJID>(u"blueprintid", blueprintID);
LDFBaseData* componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
LDFBaseData* modelType = new LDFData<int>(u"modelType", 2);
LDFBaseData* propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
LDFBaseData* userModelID = new LDFData<LWOOBJID>(u"userModelID", newIDL);
LDFBaseData* ldfBlueprintID = new LDFData<LWOOBJID>(u"blueprintid", blueprintID);
LDFBaseData* componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
LDFBaseData* modelType = new LDFData<int>(u"modelType", 2);
LDFBaseData* propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
LDFBaseData* userModelID = new LDFData<LWOOBJID>(u"userModelID", newIDL);
info.settings.push_back(ldfBlueprintID);
info.settings.push_back(componentWhitelist);
info.settings.push_back(modelType);
info.settings.push_back(propertyObjectID);
info.settings.push_back(userModelID);
info.settings.push_back(ldfBlueprintID);
info.settings.push_back(componentWhitelist);
info.settings.push_back(modelType);
info.settings.push_back(propertyObjectID);
info.settings.push_back(userModelID);
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
if (newEntity) {
Game::entityManager->ConstructEntity(newEntity);
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
if (newEntity) {
Game::entityManager->ConstructEntity(newEntity);
//Make sure the propMgmt doesn't delete our model after the server dies
//Trying to do this after the entity is constructed. Shouldn't really change anything but
//there was an issue with builds not appearing since it was placed above ConstructEntity.
PropertyManagementComponent::Instance()->AddModel(newEntity->GetObjectID(), newIDL);
}
//Make sure the propMgmt doesn't delete our model after the server dies
//Trying to do this after the entity is constructed. Shouldn't really change anything but
//there was an issue with builds not appearing since it was placed above ConstructEntity.
PropertyManagementComponent::Instance()->AddModel(newEntity->GetObjectID(), newIDL);
}
});
});
});
});
}
void GameMessages::HandlePropertyEntranceSync(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
@ -5645,10 +5630,18 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
std::vector<LDFBaseData*> config;
config.push_back(moduleAssembly);
LWOOBJID newIdBig;
// Make sure a subkey isnt already in use. Persistent Ids do not make sense here since this only needs to be unique for
// this character. Because of that, we just generate a random id and check for a collision.
do {
newIdBig = ObjectIDManager::Instance()->GenerateRandomObjectID();
GeneralUtils::SetBit(newIdBig, eObjectBits::CHARACTER);
} while (inv->FindItemBySubKey(newIdBig));
if (count == 3) {
inv->AddItem(6416, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config);
inv->AddItem(6416, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
} else if (count == 7) {
inv->AddItem(8092, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config);
inv->AddItem(8092, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
}
auto* missionComponent = character->GetComponent<MissionComponent>();

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@ -29,7 +29,7 @@ void ReportCheat(User* user, const SystemAddress& sysAddr, const char* messageIf
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt(
"INSERT INTO player_cheat_detections (account_id, name, violation_msg, violation_system_address) VALUES (?, ?, ?, ?)")
);
stmt->setInt(1, user ? user->GetAccountID() : 0);
user ? stmt->setInt(1, user->GetAccountID()) : stmt->setNull(1, sql::DataType::INTEGER);
stmt->setString(2, user ? user->GetUsername().c_str() : "User is null.");
constexpr int32_t bufSize = 4096;

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@ -154,7 +154,7 @@ int main(int argc, char** argv) {
Game::assetManager = new AssetManager(clientPath);
} catch (std::runtime_error& ex) {
LOG("Got an error while setting up assets: %s", ex.what());
LOG("Is the provided client_location in Windows Onedrive? If so, remove it from Onedrive.");
return EXIT_FAILURE;
}

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@ -4,6 +4,8 @@
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
#include "CDClientManager.h"
#include "CDObjectSkillsTable.h"
#include "RenderComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
@ -39,9 +41,11 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
self->SetOwnerOverride(attacker->GetObjectID());
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake", self->GetObjectID(), 16);
self->Smash(attacker->GetObjectID());
auto* skillComponent = self->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
// Technically supposed to get first skill in the skill component but only 1 object in the live game used this.
skillComponent->CalculateBehavior(147, 4721, LWOOBJID_EMPTY, true);
}
@ -65,8 +69,6 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
}
}
}
self->ScheduleKillAfterUpdate();
}
void ExplodingAsset::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {

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@ -1,6 +1,7 @@
#include "NtCombatChallengeExplodingDummy.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
void NtCombatChallengeExplodingDummy::OnDie(Entity* self, Entity* killer) {
const auto challengeObjectID = self->GetVar<LWOOBJID>(u"challengeObjectID");
@ -15,6 +16,17 @@ void NtCombatChallengeExplodingDummy::OnDie(Entity* self, Entity* killer) {
}
void NtCombatChallengeExplodingDummy::OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {
auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
auto numTimesHit = self->GetVar<int32_t>(u"numTimesHit");
if (destroyableComponent && numTimesHit == 0) {
self->SetVar<int32_t>(u"numTimesHit", 1);
destroyableComponent->SetHealth(destroyableComponent->GetHealth() / 2);
return;
} else if (numTimesHit == 2) {
return;
}
self->SetVar<int32_t>(u"numTimesHit", 2);
const auto challengeObjectID = self->GetVar<LWOOBJID>(u"challengeObjectID");
auto* challengeObject = Game::entityManager->GetEntity(challengeObjectID);
@ -28,5 +40,6 @@ void NtCombatChallengeExplodingDummy::OnHitOrHealResult(Entity* self, Entity* at
if (skillComponent != nullptr) {
skillComponent->CalculateBehavior(1338, 30875, attacker->GetObjectID());
}
self->Kill(attacker);
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(self, u"camshake", self->GetObjectID(), 16.0f);
self->Smash(attacker->GetObjectID());
}

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@ -938,7 +938,7 @@ void HandlePacket(Packet* packet) {
//We need to delete the entity first, otherwise the char list could delete it while it exists in the world!
if (Game::server->GetZoneID() != 0) {
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
if (!user || !user->GetLastUsedChar()) return;
Game::entityManager->DestroyEntity(user->GetLastUsedChar()->GetEntity());
}

Binary file not shown.

19
systemd.example Normal file
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@ -0,0 +1,19 @@
[Unit]
# Description of the service.
Description=Darkflame LEGO Universe Server
# Wait for network to start first before starting this service.
After=network.target
[Service]
Type=simple
# Services should have their own, dedicated, user account.
# The specific user that our service will run as, you can find your current user by issuing `id -un`
User=darkflame
# The specific group that our service will run as, you can find your current primary group by issuing `id -gn`
Group=darkflame
# Full Path to the darkflame server process
ExecStart=/PATH/TO/DarkflameServer/build/MasterServer
[Install]
# Define the behavior if the service is enabled or disabled to automatically started at boot.
WantedBy=multi-user.target