mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Merge branch 'main' into main
This commit is contained in:
@@ -2,123 +2,99 @@
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#include "UserManager.h"
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#define HIGH 16
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#define MEDIUM 33
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#define LOW 66
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//Times are 1 / fps, in ms
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#define HIGH 16 //60 fps
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#define MEDIUM 33 //30 fps
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#define LOW 66 //15 fps
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#define SOCIAL { MEDIUM, LOW }
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#define BATTLE { HIGH, MEDIUM }
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#define BATTLE_INSTANCE { MEDIUM, LOW }
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#define RACE { MEDIUM, LOW }
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#define PROPERTY { LOW, LOW }
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#define SOCIAL { LOW }
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#define SOCIAL_HUB { MEDIUM } //Added to compensate for the large playercounts in NS and NT
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#define BATTLE { HIGH }
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#define BATTLE_INSTANCE { MEDIUM }
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#define RACE { HIGH }
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#define PROPERTY { LOW }
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PerformanceProfile PerformanceManager::m_CurrentProfile = SOCIAL;
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PerformanceProfile PerformanceManager::m_DefaultProfile = SOCIAL;
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PerformanceProfile PerformanceManager::m_InactiveProfile = { LOW, LOW };
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PerformanceProfile PerformanceManager::m_InactiveProfile = { LOW };
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std::map<LWOMAPID, PerformanceProfile> PerformanceManager::m_Profiles = {
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// VE
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{ 1000, SOCIAL },
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std::map<LWOMAPID, PerformanceProfile> PerformanceManager::m_Profiles = {
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// VE
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{ 1000, SOCIAL },
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// AG
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{ 1100, BATTLE },
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{ 1101, BATTLE_INSTANCE },
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{ 1102, BATTLE_INSTANCE },
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{ 1150, PROPERTY },
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{ 1151, PROPERTY },
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// AG
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{ 1100, BATTLE },
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{ 1101, BATTLE_INSTANCE },
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{ 1102, BATTLE_INSTANCE },
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{ 1150, PROPERTY },
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{ 1151, PROPERTY },
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// NS
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{ 1200, SOCIAL },
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{ 1201, SOCIAL },
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{ 1203, RACE },
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{ 1204, BATTLE_INSTANCE },
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{ 1250, PROPERTY },
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{ 1251, PROPERTY },
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// NS
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{ 1200, SOCIAL_HUB },
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{ 1201, SOCIAL },
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{ 1203, RACE },
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{ 1204, BATTLE_INSTANCE },
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{ 1250, PROPERTY },
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{ 1251, PROPERTY },
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// GF
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{ 1300, BATTLE },
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{ 1302, BATTLE_INSTANCE },
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{ 1303, BATTLE_INSTANCE },
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{ 1350, PROPERTY },
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// GF
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{ 1300, BATTLE },
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{ 1302, BATTLE_INSTANCE },
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{ 1303, BATTLE_INSTANCE },
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{ 1350, PROPERTY },
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// FV
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{ 1400, BATTLE },
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{ 1402, BATTLE_INSTANCE },
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{ 1403, RACE },
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{ 1450, PROPERTY },
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// FV
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{ 1400, BATTLE },
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{ 1402, BATTLE_INSTANCE },
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{ 1403, RACE },
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{ 1450, PROPERTY },
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// LUP
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{ 1600, SOCIAL },
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{ 1601, SOCIAL },
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{ 1602, SOCIAL },
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{ 1603, SOCIAL },
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{ 1604, SOCIAL },
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// LUP
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{ 1600, SOCIAL },
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{ 1601, SOCIAL },
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{ 1602, SOCIAL },
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{ 1603, SOCIAL },
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{ 1604, SOCIAL },
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// LEGO Club
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{ 1700, SOCIAL },
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// LEGO Club
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{ 1700, SOCIAL },
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// AM
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{ 1800, BATTLE },
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// AM
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{ 1800, BATTLE },
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// NT
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{ 1900, SOCIAL },
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// NT
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{ 1900, SOCIAL_HUB },
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// NJ
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{ 2000, BATTLE },
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{ 2001, BATTLE_INSTANCE },
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// NJ
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{ 2000, BATTLE },
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{ 2001, BATTLE_INSTANCE },
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};
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PerformanceManager::PerformanceManager()
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{
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PerformanceManager::PerformanceManager() {
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}
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PerformanceManager::~PerformanceManager()
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{
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PerformanceManager::~PerformanceManager() {
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}
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void PerformanceManager::SelectProfile(LWOMAPID mapID)
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{
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const auto pair = m_Profiles.find(mapID);
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void PerformanceManager::SelectProfile(LWOMAPID mapID) {
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const auto pair = m_Profiles.find(mapID);
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if (pair == m_Profiles.end())
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{
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m_CurrentProfile = m_DefaultProfile;
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if (pair == m_Profiles.end()) {
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m_CurrentProfile = m_DefaultProfile;
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return;
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}
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return;
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}
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m_CurrentProfile = pair->second;
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m_CurrentProfile = pair->second;
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}
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uint32_t PerformanceManager::GetServerFramerate()
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{
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if (UserManager::Instance()->GetUserCount() == 0)
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{
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return m_InactiveProfile.serverFramerate;
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}
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uint32_t PerformanceManager::GetServerFramerate() {
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if (UserManager::Instance()->GetUserCount() == 0) {
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return m_InactiveProfile.serverFramerate;
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}
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return m_CurrentProfile.serverFramerate;
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}
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uint32_t PerformanceManager::GetPhysicsFramerate()
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{
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if (UserManager::Instance()->GetUserCount() == 0)
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{
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return m_InactiveProfile.physicsFramerate;
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}
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return m_CurrentProfile.physicsFramerate;
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}
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uint32_t PerformanceManager::GetPhysicsStepRate()
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{
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if (UserManager::Instance()->GetUserCount() == 0)
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{
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return 10; // Row physics at a really low framerate if the server is empty
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}
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return m_CurrentProfile.physicsFramerate / m_CurrentProfile.serverFramerate;
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}
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return m_CurrentProfile.serverFramerate;
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}
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@@ -4,29 +4,24 @@
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#include "dCommonVars.h"
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struct PerformanceProfile
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{
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uint32_t serverFramerate;
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uint32_t physicsFramerate;
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struct PerformanceProfile {
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uint32_t serverFramerate;
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};
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class PerformanceManager
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{
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class PerformanceManager {
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public:
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~PerformanceManager();
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~PerformanceManager();
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static void SelectProfile(LWOMAPID mapID);
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static void SelectProfile(LWOMAPID mapID);
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static uint32_t GetServerFramerate();
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static uint32_t GetPhysicsFramerate();
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static uint32_t GetPhysicsStepRate();
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static uint32_t GetServerFramerate();
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private:
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PerformanceManager();
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static PerformanceProfile m_CurrentProfile;
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static PerformanceProfile m_DefaultProfile;
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static PerformanceProfile m_InactiveProfile;
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static std::map<LWOMAPID, PerformanceProfile> m_Profiles;
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PerformanceManager();
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static PerformanceProfile m_CurrentProfile;
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static PerformanceProfile m_DefaultProfile;
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static PerformanceProfile m_InactiveProfile;
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static std::map<LWOMAPID, PerformanceProfile> m_Profiles;
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};
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@@ -77,6 +77,9 @@ bool chatConnected = false;
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bool worldShutdownSequenceStarted = false;
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bool worldShutdownSequenceComplete = false;
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void WorldShutdownSequence();
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void WorldShutdownProcess(uint32_t zoneId);
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void FinalizeShutdown();
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void SendShutdownMessageToMaster();
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dLogger* SetupLogger(int zoneID, int instanceID);
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void HandlePacketChat(Packet* packet);
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@@ -99,11 +102,9 @@ int main(int argc, char** argv) {
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// Triggers the shutdown sequence at application exit
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std::atexit(WorldShutdownSequence);
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signal(SIGINT, [](int)
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{
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WorldShutdownSequence();
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});
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signal(SIGINT, [](int){ WorldShutdownSequence(); });
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signal(SIGTERM, [](int){ WorldShutdownSequence(); });
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int zoneID = 1000;
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int cloneID = 0;
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@@ -124,7 +125,7 @@ int main(int argc, char** argv) {
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger(zoneID, instanceID);
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if (!Game::logger) return 0;
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Game::logger->SetLogToConsole(true); //We want this info to always be logged.
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Game::logger->Log("WorldServer", "Starting World server...\n");
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Game::logger->Log("WorldServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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@@ -150,7 +151,7 @@ int main(int argc, char** argv) {
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Game::logger->Log("WorldServer", "Error Code: %i\n", e.errorCode());
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return -1;
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}
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CDClientManager::Instance()->Initialize();
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//Connect to the MySQL Database
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@@ -196,7 +197,7 @@ int main(int argc, char** argv) {
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//Connect to the chat server:
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int chatPort = 1501;
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if (config.GetValue("chat_server_port") != "") chatPort = std::atoi(config.GetValue("chat_server_port").c_str());
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auto chatSock = SocketDescriptor(uint16_t(ourPort + 2), 0);
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Game::chatServer = RakNetworkFactory::GetRakPeerInterface();
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Game::chatServer->Startup(1, 30, &chatSock, 1);
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@@ -217,7 +218,7 @@ int main(int argc, char** argv) {
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int framesSinceLastUsersSave = 0;
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int framesSinceLastSQLPing = 0;
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int framesSinceLastUser = 0;
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const float maxPacketProcessingTime = 1.5f; //0.015f;
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const int maxPacketsToProcess = 1024;
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@@ -225,9 +226,7 @@ int main(int argc, char** argv) {
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int framesSinceMasterStatus = 0;
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int framesSinceShutdownSequence = 0;
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int currentFramerate = highFrameRate;
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int physicsFramerate = highFrameRate;
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int physicsStepRate = 0;
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int physicsStepCount = 0;
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int ghostingStepCount = 0;
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auto ghostingLastTime = std::chrono::high_resolution_clock::now();
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@@ -250,7 +249,7 @@ int main(int argc, char** argv) {
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"res/CDClient.fdb",
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"res/cdclient.fdb",
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};
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for (const auto& file : aliases) {
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fileStream.open(file, std::ios::binary | std::ios::in);
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if (fileStream.is_open()) {
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@@ -260,7 +259,7 @@ int main(int argc, char** argv) {
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const int bufferSize = 1024;
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MD5* md5 = new MD5();
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char fileStreamBuffer[1024] = {};
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while (!fileStream.eof()) {
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@@ -275,7 +274,7 @@ int main(int argc, char** argv) {
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md5->update(nullTerminateBuffer, 1); // null terminate the data
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md5->finalize();
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databaseChecksum = md5->hexdigest();
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delete md5;
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Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s\n", databaseChecksum.c_str());
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@@ -302,9 +301,6 @@ int main(int argc, char** argv) {
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{
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currentFramerate = PerformanceManager::GetServerFramerate();
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}
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|
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physicsFramerate = PerformanceManager::GetPhysicsFramerate();
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physicsStepRate = PerformanceManager::GetPhysicsStepRate();
|
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|
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//Warning if we ran slow
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if (deltaTime > currentFramerate) {
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@@ -315,7 +311,9 @@ int main(int argc, char** argv) {
|
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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|
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if (framesSinceMasterDisconnect >= 30) {
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int framesToWaitForMaster = ready ? 10 : 200;
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if (framesSinceMasterDisconnect >= framesToWaitForMaster && !worldShutdownSequenceStarted) {
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Game::logger->Log("WorldServer", "Game loop running but no connection to master for %d frames, shutting down\n", framesToWaitForMaster);
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||||
worldShutdownSequenceStarted = true;
|
||||
}
|
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}
|
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@@ -338,10 +336,7 @@ int main(int argc, char** argv) {
|
||||
|
||||
if (zoneID != 0 && deltaTime > 0.0f) {
|
||||
Metrics::StartMeasurement(MetricVariable::Physics);
|
||||
if (physicsStepCount++ >= physicsStepRate) {
|
||||
dpWorld::Instance().StepWorld(deltaTime);
|
||||
physicsStepCount = 0;
|
||||
}
|
||||
dpWorld::Instance().StepWorld(deltaTime);
|
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Metrics::EndMeasurement(MetricVariable::Physics);
|
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|
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Metrics::StartMeasurement(MetricVariable::UpdateEntities);
|
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@@ -365,7 +360,7 @@ int main(int argc, char** argv) {
|
||||
//Check for packets here:
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packet = Game::server->ReceiveFromMaster();
|
||||
if (packet) { //We can get messages not handle-able by the dServer class, so handle them if we returned anything.
|
||||
HandlePacket(packet);
|
||||
HandlePacket(packet);
|
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Game::server->DeallocateMasterPacket(packet);
|
||||
}
|
||||
|
||||
@@ -464,13 +459,13 @@ int main(int argc, char** argv) {
|
||||
|
||||
t += std::chrono::milliseconds(currentFramerate);
|
||||
std::this_thread::sleep_until(t);
|
||||
|
||||
|
||||
Metrics::EndMeasurement(MetricVariable::Sleep);
|
||||
|
||||
if (!ready && Game::server->GetIsConnectedToMaster())
|
||||
{
|
||||
// Some delay is required here or else we crash the client?
|
||||
|
||||
|
||||
framesSinceMasterStatus++;
|
||||
|
||||
if (framesSinceMasterStatus >= 200)
|
||||
@@ -483,80 +478,16 @@ int main(int argc, char** argv) {
|
||||
}
|
||||
}
|
||||
|
||||
if (worldShutdownSequenceStarted && !worldShutdownSequenceComplete)
|
||||
{
|
||||
if (framesSinceShutdownSequence == 0) {
|
||||
|
||||
ChatPackets::SendSystemMessage(UNASSIGNED_SYSTEM_ADDRESS, u"Server shutting down...", true);
|
||||
|
||||
for (auto i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i)
|
||||
{
|
||||
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
|
||||
|
||||
auto* entity = Player::GetPlayer(player);
|
||||
|
||||
if (entity != nullptr && entity->GetCharacter() != nullptr)
|
||||
{
|
||||
auto* skillComponent = entity->GetComponent<SkillComponent>();
|
||||
|
||||
if (skillComponent != nullptr)
|
||||
{
|
||||
skillComponent->Reset();
|
||||
}
|
||||
|
||||
entity->GetCharacter()->SaveXMLToDatabase();
|
||||
}
|
||||
}
|
||||
|
||||
if (PropertyManagementComponent::Instance() != nullptr) {
|
||||
ChatPackets::SendSystemMessage(UNASSIGNED_SYSTEM_ADDRESS, u"Property data saved...", true);
|
||||
PropertyManagementComponent::Instance()->Save();
|
||||
}
|
||||
|
||||
ChatPackets::SendSystemMessage(UNASSIGNED_SYSTEM_ADDRESS, u"Character data saved...", true);
|
||||
}
|
||||
|
||||
framesSinceShutdownSequence++;
|
||||
|
||||
if (framesSinceShutdownSequence == 100)
|
||||
{
|
||||
while (Game::server->GetReplicaManager()->GetParticipantCount() > 0)
|
||||
{
|
||||
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(0);
|
||||
|
||||
Game::server->Disconnect(player, SERVER_DISCON_KICK);
|
||||
}
|
||||
|
||||
CBITSTREAM;
|
||||
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SHUTDOWN_RESPONSE);
|
||||
Game::server->SendToMaster(&bitStream);
|
||||
}
|
||||
|
||||
if (framesSinceShutdownSequence == 300)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if (worldShutdownSequenceStarted && !worldShutdownSequenceComplete) {
|
||||
WorldShutdownProcess(zoneID);
|
||||
break;
|
||||
}
|
||||
|
||||
Metrics::AddMeasurement(MetricVariable::CPUTime, (1e6 * (1000.0 * (std::clock() - metricCPUTimeStart))) / CLOCKS_PER_SEC);
|
||||
Metrics::EndMeasurement(MetricVariable::Frame);
|
||||
}
|
||||
|
||||
//Delete our objects here:
|
||||
if (Game::physicsWorld) Game::physicsWorld = nullptr;
|
||||
if (Game::zoneManager) delete Game::zoneManager;
|
||||
|
||||
Game::logger->Log("WorldServer", "Shutdown complete, zone (%i), instance (%i)\n", Game::server->GetZoneID(), instanceID);
|
||||
|
||||
Metrics::Clear();
|
||||
Database::Destroy();
|
||||
delete Game::chatFilter;
|
||||
delete Game::server;
|
||||
delete Game::logger;
|
||||
|
||||
worldShutdownSequenceComplete = true;
|
||||
|
||||
exit(0);
|
||||
FinalizeShutdown();
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
dLogger * SetupLogger(int zoneID, int instanceID) {
|
||||
@@ -574,7 +505,7 @@ dLogger * SetupLogger(int zoneID, int instanceID) {
|
||||
void HandlePacketChat(Packet* packet) {
|
||||
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
|
||||
Game::logger->Log("WorldServer", "Lost our connection to chat, zone(%i), instance(%i)\n", Game::server->GetZoneID(), Game::server->GetInstanceID());
|
||||
|
||||
|
||||
chatConnected = false;
|
||||
}
|
||||
|
||||
@@ -648,7 +579,7 @@ void HandlePacketChat(Packet* packet) {
|
||||
inStream.Read(playerId);
|
||||
inStream.Read(playerId);
|
||||
inStream.Read(expire);
|
||||
|
||||
|
||||
auto* entity = EntityManager::Instance()->GetEntity(playerId);
|
||||
|
||||
if (entity != nullptr)
|
||||
@@ -898,7 +829,7 @@ void HandlePacket(Packet* packet) {
|
||||
}
|
||||
|
||||
if (packet->data[1] != WORLD) return;
|
||||
|
||||
|
||||
switch (packet->data[3]) {
|
||||
case MSG_WORLD_CLIENT_VALIDATION: {
|
||||
std::string username = PacketUtils::ReadString(0x08, packet, true);
|
||||
@@ -913,7 +844,7 @@ void HandlePacket(Packet* packet) {
|
||||
uint32_t gmLevel = 0;
|
||||
auto* stmt = Database::CreatePreppedStmt("SELECT gm_level FROM accounts WHERE name=? LIMIT 1;");
|
||||
stmt->setString(1, username.c_str());
|
||||
|
||||
|
||||
auto* res = stmt->executeQuery();
|
||||
while (res->next()) {
|
||||
gmLevel = res->getInt(1);
|
||||
@@ -929,7 +860,7 @@ void HandlePacket(Packet* packet) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Request the session info from Master:
|
||||
CBITSTREAM;
|
||||
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_REQUEST_SESSION_KEY);
|
||||
@@ -941,7 +872,7 @@ void HandlePacket(Packet* packet) {
|
||||
info.sysAddr = SystemAddress(packet->systemAddress);
|
||||
info.hash = sessionKey;
|
||||
m_PendingUsers.insert(std::make_pair(username, info));
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -954,7 +885,7 @@ void HandlePacket(Packet* packet) {
|
||||
}
|
||||
|
||||
//This loops prevents users who aren't authenticated to double-request the char list, which
|
||||
//would make the login screen freeze sometimes.
|
||||
//would make the login screen freeze sometimes.
|
||||
if (m_PendingUsers.size() > 0) {
|
||||
for (auto it : m_PendingUsers) {
|
||||
if (it.second.sysAddr == packet->systemAddress) {
|
||||
@@ -969,18 +900,18 @@ void HandlePacket(Packet* packet) {
|
||||
|
||||
case MSG_WORLD_CLIENT_GAME_MSG: {
|
||||
RakNet::BitStream bitStream(packet->data, packet->length, false);
|
||||
|
||||
|
||||
uint64_t header;
|
||||
LWOOBJID objectID;
|
||||
uint16_t messageID;
|
||||
|
||||
|
||||
bitStream.Read(header);
|
||||
bitStream.Read(objectID);
|
||||
bitStream.Read(messageID);
|
||||
|
||||
|
||||
RakNet::BitStream dataStream;
|
||||
bitStream.Read(dataStream, bitStream.GetNumberOfUnreadBits());
|
||||
|
||||
|
||||
GameMessageHandler::HandleMessage(&dataStream, packet->systemAddress, objectID, GAME_MSG(messageID));
|
||||
break;
|
||||
}
|
||||
@@ -993,7 +924,7 @@ void HandlePacket(Packet* packet) {
|
||||
case MSG_WORLD_CLIENT_LOGIN_REQUEST: {
|
||||
RakNet::BitStream inStream(packet->data, packet->length, false);
|
||||
uint64_t header = inStream.Read(header);
|
||||
|
||||
|
||||
LWOOBJID playerID = 0;
|
||||
inStream.Read(playerID);
|
||||
playerID = GeneralUtils::ClearBit(playerID, OBJECT_BIT_CHARACTER);
|
||||
@@ -1008,7 +939,7 @@ void HandlePacket(Packet* packet) {
|
||||
UserManager::Instance()->RequestCharacterList(packet->systemAddress);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
case MSG_WORLD_CLIENT_CHARACTER_RENAME_REQUEST: {
|
||||
UserManager::Instance()->RenameCharacter(packet->systemAddress, packet);
|
||||
break;
|
||||
@@ -1019,32 +950,37 @@ void HandlePacket(Packet* packet) {
|
||||
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
|
||||
if (user) {
|
||||
Character* c = user->GetLastUsedChar();
|
||||
if (c != nullptr) {
|
||||
if (c != nullptr) {
|
||||
std::u16string username = GeneralUtils::ASCIIToUTF16(c->GetName());
|
||||
WorldPackets::SendCreateCharacter(packet->systemAddress, c->GetObjectID(), c->GetXMLData(), username, c->GetGMLevel());
|
||||
WorldPackets::SendServerState(packet->systemAddress);
|
||||
|
||||
Game::server->GetReplicaManager()->AddParticipant(packet->systemAddress);
|
||||
|
||||
|
||||
EntityInfo info {};
|
||||
info.lot = 1;
|
||||
Entity* player = EntityManager::Instance()->CreateEntity(info, UserManager::Instance()->GetUser(packet->systemAddress));
|
||||
|
||||
WorldPackets::SendCreateCharacter(packet->systemAddress, player, c->GetXMLData(), username, c->GetGMLevel());
|
||||
WorldPackets::SendServerState(packet->systemAddress);
|
||||
|
||||
const auto respawnPoint = player->GetCharacter()->GetRespawnPoint(dZoneManager::Instance()->GetZone()->GetWorldID());
|
||||
|
||||
|
||||
EntityManager::Instance()->ConstructEntity(player, UNASSIGNED_SYSTEM_ADDRESS, true);
|
||||
|
||||
|
||||
if (respawnPoint != NiPoint3::ZERO)
|
||||
{
|
||||
GameMessages::SendPlayerReachedRespawnCheckpoint(player, respawnPoint, NiQuaternion::IDENTITY);
|
||||
}
|
||||
|
||||
EntityManager::Instance()->ConstructAllEntities(packet->systemAddress);
|
||||
|
||||
player->GetComponent<CharacterComponent>()->SetLastRocketConfig(u"");
|
||||
|
||||
EntityManager::Instance()->ConstructAllEntities(packet->systemAddress);
|
||||
|
||||
auto* characterComponent = player->GetComponent<CharacterComponent>();
|
||||
if (characterComponent) {
|
||||
player->GetComponent<CharacterComponent>()->RocketUnEquip(player);
|
||||
}
|
||||
|
||||
c->SetRetroactiveFlags();
|
||||
|
||||
player->RetroactiveVaultSize();
|
||||
|
||||
player->GetCharacter()->SetTargetScene("");
|
||||
|
||||
// Fix the destroyable component
|
||||
@@ -1079,7 +1015,7 @@ void HandlePacket(Packet* packet) {
|
||||
int templateId = result.getIntField(0);
|
||||
|
||||
result.finalize();
|
||||
|
||||
|
||||
auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;");
|
||||
|
||||
propertyLookup->setInt(1, templateId);
|
||||
@@ -1104,7 +1040,7 @@ void HandlePacket(Packet* packet) {
|
||||
stmtL->setUInt(1, res->getUInt(1));
|
||||
|
||||
auto lxres = stmtL->executeQuery();
|
||||
|
||||
|
||||
while (lxres->next()) {
|
||||
auto lxfml = lxres->getBlob(1);
|
||||
|
||||
@@ -1156,7 +1092,7 @@ void HandlePacket(Packet* packet) {
|
||||
noBBB:
|
||||
|
||||
// Tell the client it's done loading:
|
||||
GameMessages::SendInvalidZoneTransferList(player, packet->systemAddress, u"https://forms.zohopublic.eu/virtualoffice204/form/DLUInGameSurvey/formperma/kpU-IL5v2-Wt41QcB5UFnYjzlLp-j2LEisF8e11PisU", u"", false, false);
|
||||
GameMessages::SendInvalidZoneTransferList(player, packet->systemAddress, GeneralUtils::ASCIIToUTF16(Game::config->GetValue("source")), u"", false, false);
|
||||
GameMessages::SendServerDoneLoadingAllObjects(player, packet->systemAddress);
|
||||
|
||||
//Send the player it's mail count:
|
||||
@@ -1176,9 +1112,9 @@ void HandlePacket(Packet* packet) {
|
||||
{
|
||||
bitStream.Write(playerName[i]);
|
||||
}
|
||||
|
||||
|
||||
//bitStream.Write(playerName);
|
||||
|
||||
|
||||
auto zone = dZoneManager::Instance()->GetZone()->GetZoneID();
|
||||
bitStream.Write(zone.GetMapID());
|
||||
bitStream.Write(zone.GetInstanceID());
|
||||
@@ -1287,35 +1223,75 @@ void HandlePacket(Packet* packet) {
|
||||
}
|
||||
}
|
||||
|
||||
void WorldShutdownSequence()
|
||||
{
|
||||
if (worldShutdownSequenceStarted || worldShutdownSequenceComplete)
|
||||
{
|
||||
return;
|
||||
}
|
||||
void WorldShutdownProcess(uint32_t zoneId) {
|
||||
Game::logger->Log("WorldServer", "Saving map %i instance %i\n", zoneId, instanceID);
|
||||
for (auto i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i) {
|
||||
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
|
||||
|
||||
worldShutdownSequenceStarted = true;
|
||||
auto* entity = Player::GetPlayer(player);
|
||||
Game::logger->Log("WorldServer", "Saving data!\n");
|
||||
if (entity != nullptr && entity->GetCharacter() != nullptr) {
|
||||
auto* skillComponent = entity->GetComponent<SkillComponent>();
|
||||
|
||||
auto t = std::chrono::high_resolution_clock::now();
|
||||
auto ticks = 0;
|
||||
if (skillComponent != nullptr) {
|
||||
skillComponent->Reset();
|
||||
}
|
||||
std::string message = "Saving character " + entity->GetCharacter()->GetName() + "...\n";
|
||||
Game::logger->Log("WorldServer", message);
|
||||
entity->GetCharacter()->SaveXMLToDatabase();
|
||||
message = "Character data for " + entity->GetCharacter()->GetName() + " was saved!\n";
|
||||
Game::logger->Log("WorldServer", message);
|
||||
}
|
||||
}
|
||||
|
||||
Game::logger->Log("WorldServer", "Attempting to shutdown world, zone (%i), instance (%i), max 10 seconds...\n", Game::server->GetZoneID(), instanceID);
|
||||
if (PropertyManagementComponent::Instance() != nullptr) {
|
||||
Game::logger->Log("WorldServer", "Saving ALL property data for zone %i clone %i!\n", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
|
||||
PropertyManagementComponent::Instance()->Save();
|
||||
Game::logger->Log("WorldServer", "ALL property data saved for zone %i clone %i!\n", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (worldShutdownSequenceStarted)
|
||||
{
|
||||
break;
|
||||
}
|
||||
Game::logger->Log("WorldServer", "ALL DATA HAS BEEN SAVED FOR ZONE %i INSTANCE %i!\n", zoneId, instanceID);
|
||||
|
||||
t += std::chrono::milliseconds(highFrameRate);
|
||||
std::this_thread::sleep_until(t);
|
||||
while (Game::server->GetReplicaManager()->GetParticipantCount() > 0) {
|
||||
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(0);
|
||||
|
||||
ticks++;
|
||||
|
||||
if (ticks == 600)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
Game::server->Disconnect(player, SERVER_DISCON_KICK);
|
||||
}
|
||||
SendShutdownMessageToMaster();
|
||||
}
|
||||
|
||||
void WorldShutdownSequence() {
|
||||
if (worldShutdownSequenceStarted || worldShutdownSequenceComplete) {
|
||||
return;
|
||||
}
|
||||
|
||||
worldShutdownSequenceStarted = true;
|
||||
|
||||
Game::logger->Log("WorldServer", "Zone (%i) instance (%i) shutting down outside of main loop!\n", Game::server->GetZoneID(), instanceID);
|
||||
WorldShutdownProcess(Game::server->GetZoneID());
|
||||
FinalizeShutdown();
|
||||
}
|
||||
|
||||
void FinalizeShutdown() {
|
||||
//Delete our objects here:
|
||||
if (Game::physicsWorld) Game::physicsWorld = nullptr;
|
||||
if (Game::zoneManager) delete Game::zoneManager;
|
||||
|
||||
Game::logger->Log("WorldServer", "Shutdown complete, zone (%i), instance (%i)\n", Game::server->GetZoneID(), instanceID);
|
||||
|
||||
Metrics::Clear();
|
||||
Database::Destroy("WorldServer");
|
||||
delete Game::chatFilter;
|
||||
delete Game::server;
|
||||
delete Game::logger;
|
||||
|
||||
worldShutdownSequenceComplete = true;
|
||||
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
void SendShutdownMessageToMaster() {
|
||||
CBITSTREAM;
|
||||
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SHUTDOWN_RESPONSE);
|
||||
Game::server->SendToMaster(&bitStream);
|
||||
}
|
Reference in New Issue
Block a user