mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-06-07 07:14:22 +00:00
Add dashboard audit log and configuration management
- Implemented dashboard audit logging with InsertAuditLog, GetRecentAuditLogs, GetAuditLogsByIP, and CleanupOldAuditLogs methods. - Created dashboard configuration management with GetDashboardConfig and SetDashboardConfig methods. - Added new tables for dashboard_audit_log and dashboard_config in both MySQL and SQLite migrations. - Updated CMakeLists to include Crow and ASIO for dashboard server functionality. - Enhanced existing database classes to support new dashboard features, including character, play key, and property management. - Added new methods for retrieving and managing play keys, properties, and pet names. - Updated TestSQLDatabase to include stubs for new dashboard-related methods. - Modified shared and dashboard configuration files for new settings.
This commit is contained in:
@@ -1,3 +1,6 @@
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#ifndef PROJECT_VERSION
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#define PROJECT_VERSION "dev"
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#endif
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#include <iostream>
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#include <string>
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#include <chrono>
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@@ -22,7 +25,10 @@
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#include "RakNetDefines.h"
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#include "MessageIdentifiers.h"
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#include "MessageType/Server.h"
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#include "DashboardWeb.h"
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#include "DashboardShared.h"
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namespace Game {
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Logger* logger = nullptr;
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@@ -33,6 +39,9 @@ namespace Game {
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std::mt19937 randomEngine;
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}
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// Forward declaration
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void HandlePacket(Packet* packet);
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int main(int argc, char** argv) {
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constexpr uint32_t dashboardFramerate = mediumFramerate;
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constexpr uint32_t dashboardFrameDelta = mediumFrameDelta;
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@@ -83,18 +92,9 @@ int main(int argc, char** argv) {
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return EXIT_FAILURE;
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}
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// setup the chat api web server
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const uint32_t web_server_port = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("web_server_port")).value_or(80);
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if (!Game::web.Startup("localhost", web_server_port)) {
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// if we want the web server and it fails to start, exit
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LOG("Failed to start web server, shutting down.");
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Database::Destroy("DashboardServer");
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delete Game::logger;
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delete Game::config;
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return EXIT_FAILURE;
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}
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DashboardWeb::RegisterRoutes();
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// Setup and start the Crow web server (runs in its own thread)
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const uint32_t web_server_port = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("web_server_port")).value_or(8080);
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DashboardWeb::Initialize(web_server_port);
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//Find out the master's IP:
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std::string masterIP;
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@@ -116,6 +116,9 @@ int main(int argc, char** argv) {
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Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServiceType::COMMON, Game::config, &Game::lastSignal, masterPassword);
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// Update shared state with master server info
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DashboardShared::g_Stats.SetMasterInfo(masterIP, masterPort);
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Game::randomEngine = std::mt19937(time(0));
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//Run it until server gets a kill message from Master:
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@@ -128,6 +131,7 @@ int main(int argc, char** argv) {
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uint32_t framesSinceLastSQLPing = 0;
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auto lastTime = std::chrono::high_resolution_clock::now();
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auto startTime = lastTime; // Track server start time for uptime
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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@@ -137,14 +141,43 @@ int main(int argc, char** argv) {
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if (framesSinceMasterDisconnect >= dashboardFramerate)
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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DashboardShared::SetMasterConnected(false);
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} else {
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framesSinceMasterDisconnect = 0;
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DashboardShared::SetMasterConnected(true);
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}
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const auto currentTime = std::chrono::high_resolution_clock::now();
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const float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
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lastTime = currentTime;
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// Check and handle web requests:
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Game::web.ReceiveRequests();
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// Check for packets from master:
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Game::server->ReceiveFromMaster();
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// Process queued packet sends from Crow threads
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if (DashboardShared::g_PacketQueue.HasPending()) {
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auto pendingPackets = DashboardShared::g_PacketQueue.DequeueAll();
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for (const auto& request : pendingPackets) {
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// Create BitStream from queued data
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RakNet::BitStream bitStream(const_cast<unsigned char*>(request.data.data()), request.data.size(), false);
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// Send via RakNet (safe - we're in the RakNet thread)
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Game::server->Send(bitStream, request.target, request.broadcast);
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DashboardShared::OnPacketSent();
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LOG("Sent queued packet from web request (%zu bytes)", request.data.size());
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}
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}
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// Check for RakNet packets:
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packet = Game::server->Receive();
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if (packet) {
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HandlePacket(packet);
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DashboardShared::OnPacketReceived(); // Update shared stats
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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}
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//Push our log every 30s:
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if (framesSinceLastFlush >= logFlushTime) {
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@@ -167,11 +200,14 @@ int main(int argc, char** argv) {
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framesSinceLastSQLPing = 0;
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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(dashboardFrameDelta); //Chat can run at a lower "fps"
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//Sleep our thread since dashboard can afford to.
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t += std::chrono::milliseconds(dashboardFrameDelta);
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std::this_thread::sleep_until(t);
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}
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// Stop the Crow web server
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DashboardWeb::Stop();
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//Delete our objects here:
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Database::Destroy("DashboardServer");
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delete Game::server;
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@@ -180,3 +216,33 @@ int main(int argc, char** argv) {
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return EXIT_SUCCESS;
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}
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void HandlePacket(Packet* packet) {
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if (packet->length < 4) return;
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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LOG("A client has disconnected");
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DashboardShared::OnClientDisconnected();
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return;
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}
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if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
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LOG("New incoming connection from %s", packet->systemAddress.ToString());
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DashboardShared::OnClientConnected();
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return;
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}
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if (packet->data[0] != ID_USER_PACKET_ENUM) return;
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// Handle server packets
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if (static_cast<ServiceType>(packet->data[1]) == ServiceType::COMMON) {
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if (static_cast<MessageType::Server>(packet->data[3]) == MessageType::Server::VERSION_CONFIRM) {
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LOG("Version confirmation received from client");
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DashboardShared::OnPacketReceived("VERSION_CONFIRM");
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}
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}
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// Add more packet handling as needed
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// This is where you would handle custom dashboard-specific packets
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// All packet handling can safely update DashboardShared state
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}
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