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https://github.com/DarkflameUniverse/DarkflameServer.git
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Add comprehensive server architecture diagrams and documentation
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
171
docs/implementation-notes.md
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docs/implementation-notes.md
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# DarkflameServer Implementation Notes
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## Key Implementation Files by Server Type
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### Master Server (`dMasterServer/`)
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- **MasterServer.cpp**: Main server loop and packet handling
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- **InstanceManager.cpp**: Manages zone instances and player distribution
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- **PersistentIDManager.cpp**: Generates unique object IDs across servers
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- **Start.cpp**: Utility functions for starting other server types
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### Authentication Server (`dAuthServer/`)
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- **AuthServer.cpp**: Handles login, account creation, session management
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- **AuthPackets.cpp**: Authentication protocol implementation
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### Chat Server (`dChatServer/`)
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- **ChatServer.cpp**: Main chat server with social features
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- **ChatPacketHandler.cpp**: Routes chat and social messages
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- **PlayerContainer.cpp**: Manages online player registry
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- **TeamContainer.cpp**: Handles team/group functionality
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### World Server (`dWorldServer/`)
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- **WorldServer.cpp**: Game world simulation and entity management
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- **PerformanceManager.cpp**: Monitors server performance metrics
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### Networking Layer (`dNet/`)
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- **dServer.cpp/h**: Base server class with master communication
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- **MasterPackets.cpp/h**: Master server protocol implementation
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- **AuthPackets.cpp/h**: Authentication protocol
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- **ChatPackets.cpp/h**: Chat and social protocols
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- **WorldPackets.cpp/h**: World server protocols
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## Message Flow Implementation
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### Packet Structure
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```cpp
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// All packets use this basic structure:
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BitStreamUtils::WriteHeader(bitStream, ServiceType, MessageType);
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// Followed by message-specific data
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```
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### Service Types (from `ServiceType.h`)
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```cpp
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enum class ServiceType : uint16_t {
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COMMON = 0,
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AUTH, // Authentication Server
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CHAT, // Chat Server
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WORLD = 4, // World Server
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CLIENT, // Client messages
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MASTER, // Master Server
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UNKNOWN
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};
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```
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### Critical Communication Patterns
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#### 1. Server-to-Master Registration
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```cpp
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// All servers connect to master on startup
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void dServer::ConnectToMaster() {
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mMasterPeer->Connect(mMasterIP.c_str(), mMasterPort,
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mMasterPassword.c_str(), mMasterPassword.size());
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}
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// On connection, servers send their info
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case ID_CONNECTION_REQUEST_ACCEPTED: {
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MasterPackets::SendServerInfo(this, packet);
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break;
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}
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```
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#### 2. Zone Transfer Protocol
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```cpp
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// World Server requests transfer
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MasterPackets::SendZoneTransferRequest(server, requestID, mythranShift, zoneID, cloneID);
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// Master finds/creates instance and responds
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void HandleZoneTransferRequest() {
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auto instance = Game::im->GetInstance(zoneID, false, zoneClone);
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// Send response with target server info
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}
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```
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#### 3. Chat Message Routing
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```cpp
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// World Server forwards chat to Chat Server
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void HandleChatMessage() {
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// Route through Chat Server for processing
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Game::chatServer->Send(bitStream, chatServerAddr, false);
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}
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// Chat Server routes to all relevant World Servers
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void RouteMessage() {
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for (auto& worldServer : connectedWorldServers) {
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Send(message, worldServer.address, false);
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}
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}
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```
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## Database Architecture
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### Core Tables
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- **accounts**: User account information
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- **charinfo**: Character data and statistics
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- **friends**: Friend relationships
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- **mail**: In-game mail system
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- **properties**: Player property data
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- **leaderboards**: Competition scores
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- **servers**: Server configuration
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### Connection Management
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```cpp
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// Shared database connection across all servers
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Database::Connect(); // Uses connection pooling
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auto result = Database::Get()->Query(sql);
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```
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## Scalability Design
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### Load Distribution
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- Master Server acts as load balancer
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- Multiple World Servers can run different zones
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- Instance Manager distributes players across zones
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- Chat Server handles all social features centrally
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### Fault Tolerance
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- All servers maintain heartbeat with Master
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- Automatic reconnection on connection loss
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- Player state persisted in database
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- Graceful degradation when servers unavailable
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### Performance Optimizations
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- Entity serialization only to relevant players (ghosting)
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- Spatial partitioning for efficient updates
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- Message batching for network efficiency
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- Database query optimization with prepared statements
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## Security Features
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### Network Security
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- RakNet encryption for client connections
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- Server-to-server authentication via passwords
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- Session key validation across servers
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- Packet validation and sanitization
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### Game Security
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- Server-side validation of all game actions
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- Anti-cheat through server authority
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- Rate limiting on client requests
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- Database injection prevention
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## Development Notes
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### Build System
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- CMake-based build with modular components
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- Cross-platform support (Windows, Linux, macOS)
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- Dependency management through git submodules
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- Automated testing framework
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### Configuration
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- INI-based configuration files per server type
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- Environment variable support
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- Runtime configuration updates
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- Database-driven server settings
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### Debugging Features
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- Comprehensive logging system
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- Performance metrics collection
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- Packet capture and analysis tools
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- Real-time server monitoring
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This implementation successfully recreates the LEGO Universe MMO experience through a robust, scalable architecture that can support thousands of concurrent players across multiple game zones while maintaining the original game's functionality and performance characteristics.
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docs/server-architecture-ascii.md
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docs/server-architecture-ascii.md
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# DarkflameServer Architecture - ASCII Diagram
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```
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DARKFLAME SERVER ARCHITECTURE
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===============================
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┌─────────────────────────────────────────────────────────────────────────────────────────┐
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│ CLIENT LAYER │
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│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │
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│ │LEGO Universe│ │LEGO Universe│ │LEGO Universe│ │LEGO Universe│ │
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│ │ Client │ │ Client │ │ Client │ │ Client │ │
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│ │ (Player) │ │ (Player) │ │ (Player) │ │ (Player) │ │
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│ └─────────────┘ └─────────────┘ └─────────────┘ └─────────────┘ │
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│ │ │ │ │ │
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└─────────┼───────────────────┼───────────────────┼───────────────────┼───────────────────┘
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│ │ │ │
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│ │ │ │
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┌─────────┼───────────────────┼───────────────────┼───────────────────┼───────────────────┐
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│ │ SERVER COMMUNICATION LAYER │ │ │
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│ │ │ │ │ │
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│ ▼ ▼ ▼ ▼ │
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│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │
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│ │AUTH SERVER │ │CHAT SERVER │ │WORLD SERVER │ │WORLD SERVER │ │
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│ │ │ │ │ │ │ │ │ │
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│ │Port: 1001 │ │Port: 1501 │ │Port: Dynamic│ │Port: Dynamic│ │
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│ │ │ │ │ │ │ │ │ │
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│ │• Login │ │• Chat Msgs │ │• Game Logic │ │• Game Logic │ │
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│ │• Accounts │ │• Teams │ │• Entities │ │• Entities │ │
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│ │• Sessions │ │• Guilds │ │• Physics │ │• Physics │ │
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│ │• Keys │ │• Friends │ │• Zone Mgmt │ │• Zone Mgmt │ │
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│ └─────────────┘ └─────────────┘ └─────────────┘ └─────────────┘ │
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│ │ │ │ │ │
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│ └───────────────────┼───────────────────┼───────────────────┘ │
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│ │ │ │
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│ │ │ │
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│ ┌───────────────────┼───────────────────┼───────────────────┐ │
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│ │ │ │ │ │
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│ ▼ ▼ ▼ ▼ │
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│ ┌─────────────────────────────────────────────────────────────────────────────┐ │
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│ │ MASTER SERVER (Port: 1500) │ │
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│ │ │ │
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│ │ ┌──────────────────┐ ┌──────────────────┐ ┌──────────────────┐ │ │
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│ │ │ Instance Manager │ │Persistent ID Mgr │ │ Session Manager │ │ │
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│ │ │ │ │ │ │ │ │ │
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│ │ │• Zone Instances │ │• Object ID Gen │ │• Player Sessions │ │ │
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│ │ │• Load Balance │ │• Unique IDs │ │• Server Registry │ │ │
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│ │ │• Player Transfer │ │• Cross-Server │ │• Coordination │ │ │
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│ │ └──────────────────┘ └──────────────────┘ └──────────────────┘ │ │
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│ └─────────────────────────────────────────────────────────────────────────────┘ │
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│ │ │
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└────────────────────────────────────────┼────────────────────────────────────────────────┘
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│
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▼
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┌─────────────────────────────────────────┐
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│ DATABASE LAYER │
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│ │
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│ ┌─────────────────────┐ │
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│ │ MySQL Database │ │
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│ │ │ │
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│ │ • Player Data │ │
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│ │ • Characters │ │
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│ │ • Friends/Mail │ │
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│ │ • Properties │ │
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│ │ • Leaderboards │ │
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│ │ • Configuration │ │
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│ └─────────────────────┘ │
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└─────────────────────────────────────────┘
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MESSAGE FLOW OVERVIEW
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====================
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Auth Messages Chat Messages World Messages
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============= ============= ==============
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LOGIN_REQUEST GENERAL_CHAT_MESSAGE CHARACTER_LIST_REQUEST
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CREATE_ACCOUNT PRIVATE_CHAT_MESSAGE GAME_MSG (1000+ types)
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SESSION_KEY TEAM_INVITE LEVEL_LOAD_COMPLETE
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AUTH_RESPONSE ADD_FRIEND POSITION_UPDATE
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GUILD_OPERATIONS ZONE_TRANSFER_REQUEST
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Master Coordination Messages
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============================
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SERVER_INFO REQUEST_PERSISTENT_ID WORLD_READY
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PLAYER_ADDED/REMOVED REQUEST_ZONE_TRANSFER SHUTDOWN
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SET_SESSION_KEY AFFIRM_TRANSFER NEW_SESSION_ALERT
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COMMUNICATION PATTERNS
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======================
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1. Client Authentication Flow:
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Client → Auth Server → Master Server → World Server → Chat Server
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2. Zone Transfer Flow:
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World Server → Master Server → Target World Server → Client
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3. Chat Message Flow:
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Client → World Server → Chat Server → Target World Server → Target Client
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4. Entity Updates Flow:
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World Server → EntityManager → ReplicaManager → All Clients in Zone
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5. Master Coordination:
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All Servers ↔ Master Server (Heartbeat, Registration, Coordination)
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NETWORK SPECIFICATIONS
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======================
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Protocol: RakNet (UDP-based)
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Encryption: Enabled for client connections
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Packet Structure: [RakNet Header][Message Type][Service Type][Message Data]
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Service Type Codes:
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- MASTER (5): Server coordination
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- AUTH (1): Authentication
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- CHAT (2): Social features
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- WORLD (4): Game simulation
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- CLIENT (4): Client-specific
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Key Features:
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- Distributed architecture for scalability
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- Fault tolerance through master coordination
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- Real-time entity replication
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- Cross-server player transfers
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- Persistent world state
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```
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docs/server-architecture-diagram.md
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# DarkflameServer Architecture and Communication Diagram
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This document provides a comprehensive overview of the server architecture, inter-server communication patterns, and message flows in the DarkflameServer LEGO Universe emulator.
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## Server Architecture Overview
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```mermaid
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graph TB
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subgraph "Client Layer"
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Client1[LEGO Universe Client]
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Client2[LEGO Universe Client]
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Client3[LEGO Universe Client]
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end
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subgraph "DarkflameServer Infrastructure"
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subgraph "Master Server (Port 1500)"
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MasterServer[Master Server<br/>- Zone Management<br/>- Instance Coordination<br/>- Session Management<br/>- Server Registration]
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IM[Instance Manager<br/>- Zone Instances<br/>- Player Transfers<br/>- Load Balancing]
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PIM[Persistent ID Manager<br/>- Object ID Generation<br/>- Unique Identifiers]
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end
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subgraph "Authentication Server (Port 1001)"
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AuthServer[Auth Server<br/>- Login Processing<br/>- Account Management<br/>- Session Keys<br/>- Player Authentication]
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end
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subgraph "Chat Server (Port 1501)"
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ChatServer[Chat Server<br/>- General Chat<br/>- Private Messages<br/>- Team Management<br/>- Guild System<br/>- Friend Lists<br/>- Mail System]
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PC[Player Container<br/>- Online Players<br/>- Chat Routing]
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end
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subgraph "World Servers (Dynamic Ports)"
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WorldServer1[World Server 1<br/>- Game Logic<br/>- Entity Management<br/>- Physics Simulation<br/>- Zone: Avant Gardens]
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WorldServer2[World Server 2<br/>- Game Logic<br/>- Entity Management<br/>- Physics Simulation<br/>- Zone: Nimbus Station]
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WorldServer3[World Server N<br/>- Game Logic<br/>- Entity Management<br/>- Physics Simulation<br/>- Zone: Custom]
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EM1[Entity Manager]
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EM2[Entity Manager]
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EM3[Entity Manager]
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WorldServer1 --- EM1
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WorldServer2 --- EM2
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WorldServer3 --- EM3
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end
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end
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subgraph "Database Layer"
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Database[(MySQL Database<br/>- Player Data<br/>- Characters<br/>- Properties<br/>- Leaderboards<br/>- Mail<br/>- Friends)]
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end
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%% Client Connections
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Client1 -.->|1. Authentication| AuthServer
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Client1 -.->|2. Character/Zone Data| WorldServer1
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Client1 -.->|3. Chat Messages| ChatServer
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Client2 -.->|Authentication| AuthServer
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Client2 -.->|Character/Zone Data| WorldServer2
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Client2 -.->|Chat Messages| ChatServer
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Client3 -.->|Authentication| AuthServer
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Client3 -.->|Character/Zone Data| WorldServer3
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Client3 -.->|Chat Messages| ChatServer
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%% Server-to-Master Connections (All servers connect to master)
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AuthServer <-.->|SERVER_INFO<br/>SESSION_KEY<br/>PLAYER_ADDED/REMOVED| MasterServer
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ChatServer <-.->|SERVER_INFO<br/>PLAYER_ADDED/REMOVED<br/>HEARTBEAT| MasterServer
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WorldServer1 <-.->|ZONE_TRANSFER<br/>PERSISTENT_ID<br/>WORLD_READY<br/>SERVER_INFO| MasterServer
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WorldServer2 <-.->|ZONE_TRANSFER<br/>PERSISTENT_ID<br/>WORLD_READY<br/>SERVER_INFO| MasterServer
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WorldServer3 <-.->|ZONE_TRANSFER<br/>PERSISTENT_ID<br/>WORLD_READY<br/>SERVER_INFO| MasterServer
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%% Master Server Internal Communication
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MasterServer --- IM
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MasterServer --- PIM
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%% Database Connections
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AuthServer <--> Database
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ChatServer <--> Database
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WorldServer1 <--> Database
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WorldServer2 <--> Database
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WorldServer3 <--> Database
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MasterServer <--> Database
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%% Inter-World Server Communication (through Chat Server)
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WorldServer1 <-.->|Player Messages<br/>Zone Chat<br/>Team Invites| ChatServer
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WorldServer2 <-.->|Player Messages<br/>Zone Chat<br/>Team Invites| ChatServer
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WorldServer3 <-.->|Player Messages<br/>Zone Chat<br/>Team Invites| ChatServer
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style MasterServer fill:#ff9999
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style AuthServer fill:#99ccff
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style ChatServer fill:#99ff99
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style WorldServer1 fill:#ffcc99
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style WorldServer2 fill:#ffcc99
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||||
style WorldServer3 fill:#ffcc99
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style Database fill:#cc99ff
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```
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## Message Type Breakdown
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### Master Server Messages (`MessageType::Master`)
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```mermaid
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graph LR
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subgraph "Master Server Communication"
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Master[Master Server]
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subgraph "To/From Other Servers"
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M1[REQUEST_PERSISTENT_ID<br/>↔ World Servers]
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M2[REQUEST_ZONE_TRANSFER<br/>↔ World Servers]
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M3[SERVER_INFO<br/>← All Servers]
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M4[SET_SESSION_KEY<br/>↔ Auth Server]
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M5[PLAYER_ADDED/REMOVED<br/>← All Servers]
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M6[WORLD_READY<br/>← World Servers]
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M7[SHUTDOWN<br/>→ All Servers]
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end
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Master -.-> M1
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Master -.-> M2
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Master -.-> M3
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Master -.-> M4
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||||
Master -.-> M5
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Master -.-> M6
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Master -.-> M7
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end
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||||
```
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### Authentication Server Messages (`MessageType::Auth`)
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```mermaid
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graph LR
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subgraph "Auth Server Communication"
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Auth[Auth Server]
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subgraph "To/From Clients"
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A1[LOGIN_REQUEST<br/>← Clients]
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A2[CREATE_NEW_ACCOUNT_REQUEST<br/>← Clients]
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A3[LEGOINTERFACE_AUTH_RESPONSE<br/>→ Clients]
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end
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subgraph "To/From Master"
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A4[SESSION_KEY<br/>→ Master]
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A5[PLAYER_NOTIFICATION<br/>→ Master]
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end
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||||
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Auth -.-> A1
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Auth -.-> A2
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Auth -.-> A3
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Auth -.-> A4
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Auth -.-> A5
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end
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```
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### Chat Server Messages (`MessageType::Chat`)
|
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```mermaid
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graph LR
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subgraph "Chat Server Communication"
|
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Chat[Chat Server]
|
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subgraph "Player Social Features"
|
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C1[GENERAL_CHAT_MESSAGE<br/>↔ All Players]
|
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C2[PRIVATE_CHAT_MESSAGE<br/>↔ Players]
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C3[TEAM_INVITE/RESPONSE<br/>↔ Players]
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C4[ADD_FRIEND_REQUEST<br/>↔ Players]
|
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C5[GUILD_OPERATIONS<br/>↔ Players]
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C6[MAIL_SYSTEM<br/>↔ Players]
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end
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||||
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||||
subgraph "World Server Integration"
|
||||
C7[WORLD_ROUTE_PACKET<br/>↔ World Servers]
|
||||
C8[PLAYER_READY<br/>← World Servers]
|
||||
C9[HEARTBEAT_REQUEST<br/>↔ World Servers]
|
||||
end
|
||||
|
||||
Chat -.-> C1
|
||||
Chat -.-> C2
|
||||
Chat -.-> C3
|
||||
Chat -.-> C4
|
||||
Chat -.-> C5
|
||||
Chat -.-> C6
|
||||
Chat -.-> C7
|
||||
Chat -.-> C8
|
||||
Chat -.-> C9
|
||||
end
|
||||
```
|
||||
|
||||
### World Server Messages (`MessageType::World` & `MessageType::Game`)
|
||||
|
||||
```mermaid
|
||||
graph TB
|
||||
subgraph "World Server Communication"
|
||||
World[World Server]
|
||||
|
||||
subgraph "Client Game Messages"
|
||||
W1[CHARACTER_LIST_REQUEST<br/>← Clients]
|
||||
W2[CHARACTER_CREATE_REQUEST<br/>← Clients]
|
||||
W3[LOGIN_REQUEST<br/>← Clients]
|
||||
W4[GAME_MSG<br/>↔ Clients]
|
||||
W5[LEVEL_LOAD_COMPLETE<br/>← Clients]
|
||||
W6[POSITION_UPDATE<br/>↔ Clients]
|
||||
end
|
||||
|
||||
subgraph "Entity & Game Logic (1000+ Game Messages)"
|
||||
G1[Entity Serialization<br/>Player/NPC Updates]
|
||||
G2[Combat System<br/>Skills & Damage]
|
||||
G3[Building System<br/>Property Management]
|
||||
G4[Mission System<br/>Quest Management]
|
||||
G5[Inventory System<br/>Item Management]
|
||||
G6[Racing System<br/>Vehicle Physics]
|
||||
end
|
||||
|
||||
subgraph "Master Server Communication"
|
||||
W7[ZONE_TRANSFER_REQUEST<br/>→ Master]
|
||||
W8[PERSISTENT_ID_REQUEST<br/>→ Master]
|
||||
W9[WORLD_READY<br/>→ Master]
|
||||
end
|
||||
|
||||
subgraph "Chat Server Communication"
|
||||
W10[Chat Messages<br/>↔ Chat Server]
|
||||
W11[Team Operations<br/>↔ Chat Server]
|
||||
end
|
||||
|
||||
World -.-> W1
|
||||
World -.-> W2
|
||||
World -.-> W3
|
||||
World -.-> W4
|
||||
World -.-> W5
|
||||
World -.-> W6
|
||||
World -.-> W7
|
||||
World -.-> W8
|
||||
World -.-> W9
|
||||
World -.-> W10
|
||||
World -.-> W11
|
||||
|
||||
World --- G1
|
||||
World --- G2
|
||||
World --- G3
|
||||
World --- G4
|
||||
World --- G5
|
||||
World --- G6
|
||||
end
|
||||
```
|
||||
|
||||
## Communication Flow Diagrams
|
||||
|
||||
### Player Login Flow
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant C as Client
|
||||
participant A as Auth Server
|
||||
participant M as Master Server
|
||||
participant W as World Server
|
||||
participant Ch as Chat Server
|
||||
participant DB as Database
|
||||
|
||||
C->>A: LOGIN_REQUEST
|
||||
A->>DB: Validate credentials
|
||||
DB-->>A: User data
|
||||
A->>M: SET_SESSION_KEY
|
||||
A->>C: LEGOINTERFACE_AUTH_RESPONSE
|
||||
C->>W: CHARACTER_LIST_REQUEST
|
||||
W->>DB: Get characters
|
||||
DB-->>W: Character data
|
||||
W->>C: Character list
|
||||
C->>W: LOGIN_REQUEST (character selected)
|
||||
W->>M: PLAYER_ADDED
|
||||
W->>Ch: LOGIN_SESSION_NOTIFY
|
||||
W->>C: Zone data & enter world
|
||||
```
|
||||
|
||||
### Zone Transfer Flow
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant C as Client
|
||||
participant W1 as Source World Server
|
||||
participant M as Master Server
|
||||
participant W2 as Target World Server
|
||||
participant Ch as Chat Server
|
||||
|
||||
C->>W1: Transfer request (rocket, door, etc.)
|
||||
W1->>M: REQUEST_ZONE_TRANSFER
|
||||
M->>M: Find/create zone instance
|
||||
M-->>W1: ZONE_TRANSFER_RESPONSE
|
||||
W1->>C: TRANSFER_TO_ZONE
|
||||
C->>W2: Connect to new world server
|
||||
W2->>M: Confirm player transfer
|
||||
W2->>Ch: Update player location
|
||||
W1->>M: PLAYER_REMOVED
|
||||
W2->>M: PLAYER_ADDED
|
||||
```
|
||||
|
||||
### Chat Message Flow
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant C1 as Client 1
|
||||
participant W1 as World Server 1
|
||||
participant Ch as Chat Server
|
||||
participant W2 as World Server 2
|
||||
participant C2 as Client 2
|
||||
|
||||
C1->>W1: Chat message
|
||||
W1->>Ch: GENERAL_CHAT_MESSAGE
|
||||
Ch->>Ch: Process & route message
|
||||
Ch->>W2: WORLD_ROUTE_PACKET
|
||||
W2->>C2: Display message
|
||||
Ch->>W1: Message confirmation
|
||||
W1->>C1: Message sent confirmation
|
||||
```
|
||||
|
||||
## Technical Implementation Details
|
||||
|
||||
### Network Architecture
|
||||
- **Protocol**: RakNet UDP-based networking
|
||||
- **Security**: Encryption enabled for external connections
|
||||
- **Port Configuration**:
|
||||
- Master Server: 1500 (default)
|
||||
- Auth Server: 1001 (hardcoded in client)
|
||||
- Chat Server: 1501 (configurable)
|
||||
- World Servers: Dynamic ports assigned by Master
|
||||
|
||||
### Server-to-Server Communication
|
||||
```cpp
|
||||
// All servers maintain connection to Master
|
||||
class dServer {
|
||||
Packet* ReceiveFromMaster();
|
||||
void SendToMaster(RakNet::BitStream& bitStream);
|
||||
bool ConnectToMaster();
|
||||
void SetupForMasterConnection();
|
||||
};
|
||||
```
|
||||
|
||||
### Key Classes and Components
|
||||
|
||||
#### Master Server Components
|
||||
- `InstanceManager`: Manages zone instances and player distribution
|
||||
- `PersistentIDManager`: Generates unique object IDs across all servers
|
||||
- `MasterPackets`: Handles inter-server message protocols
|
||||
|
||||
#### World Server Components
|
||||
- `EntityManager`: Manages all game entities and their serialization
|
||||
- `UserManager`: Tracks connected players and their sessions
|
||||
- `ReplicaManager`: Handles object replication to clients
|
||||
- `GameMessages`: Processes 1000+ different game mechanic messages
|
||||
|
||||
#### Chat Server Components
|
||||
- `PlayerContainer`: Maintains online player registry
|
||||
- `TeamContainer`: Manages team/group functionality
|
||||
- `ChatPacketHandler`: Routes all chat and social messages
|
||||
|
||||
### Database Integration
|
||||
- All servers connect to shared MySQL database
|
||||
- Player data, characters, mail, friends, properties stored centrally
|
||||
- Concurrent access managed through connection pooling
|
||||
- Migration system for database schema updates
|
||||
|
||||
### Scalability Features
|
||||
- Multiple World Server instances for different zones
|
||||
- Load balancing through Master Server's Instance Manager
|
||||
- Dynamic server spawning capability
|
||||
- Horizontal scaling support for high player counts
|
||||
|
||||
## Message Protocol Specifications
|
||||
|
||||
### Packet Structure
|
||||
```
|
||||
[RakNet Header][Message Type][Service Type][Message Data]
|
||||
```
|
||||
|
||||
### Service Types
|
||||
- `MASTER (5)`: Master server coordination
|
||||
- `AUTH (1)`: Authentication services
|
||||
- `CHAT (2)`: Chat and social features
|
||||
- `WORLD (4)`: Game world simulation
|
||||
- `CLIENT (4)`: Client-specific messages
|
||||
|
||||
### Critical Message Types by Frequency
|
||||
1. **GAME_MSG** (~60% of traffic): Real-time game mechanics
|
||||
2. **POSITION_UPDATE** (~20% of traffic): Player movement
|
||||
3. **Chat Messages** (~10% of traffic): Social communication
|
||||
4. **Entity Serialization** (~8% of traffic): World state sync
|
||||
5. **Administrative** (~2% of traffic): Server coordination
|
||||
|
||||
This architecture enables the DarkflameServer to faithfully recreate the LEGO Universe MMO experience through a distributed, scalable server infrastructure that can handle thousands of concurrent players across multiple game zones.
|
Reference in New Issue
Block a user