#include #include #include #include #include #include "MD5.h" //DLU Includes: #include "dCommonVars.h" #include "dServer.h" #include "Logger.h" #include "Database.h" #include "dConfig.h" #include "dpWorld.h" #include "dZoneManager.h" #include "Metrics.hpp" #include "PerformanceManager.h" #include "Diagnostics.h" #include "BinaryPathFinder.h" #include "dPlatforms.h" //RakNet includes: #include "RakNetDefines.h" #include "RakNetworkFactory.h" #include "RakString.h" //World includes: #include #include "AuthPackets.h" #include "PacketUtils.h" #include "BitStreamUtils.h" #include "WorldPackets.h" #include "UserManager.h" #include "CDClientManager.h" #include "CDClientDatabase.h" #include "GeneralUtils.h" #include "ObjectIDManager.h" #include "ZoneInstanceManager.h" #include "dChatFilter.h" #include "ClientPackets.h" #include "CharacterComponent.h" #include "EntityManager.h" #include "EntityInfo.h" #include "User.h" #include "Loot.h" #include "Entity.h" #include "Character.h" #include "ChatPackets.h" #include "GameMessageHandler.h" #include "GameMessages.h" #include "Mail.h" #include "TeamManager.h" #include "SkillComponent.h" #include "DestroyableComponent.h" #include "Game.h" #include "MasterPackets.h" #include "Player.h" #include "PropertyManagementComponent.h" #include "AssetManager.h" #include "LevelProgressionComponent.h" #include "eBlueprintSaveResponseType.h" #include "Amf3.h" #include "NiPoint3.h" #include "eServerDisconnectIdentifiers.h" #include "eObjectBits.h" #include "eConnectionType.h" #include "eServerMessageType.h" #include "eChatInternalMessageType.h" #include "eWorldMessageType.h" #include "eMasterMessageType.h" #include "eGameMessageType.h" #include "ZCompression.h" #include "EntityManager.h" #include "CheatDetection.h" #include "eGameMasterLevel.h" namespace Game { Logger* logger = nullptr; dServer* server = nullptr; dpWorld* physicsWorld = nullptr; dChatFilter* chatFilter = nullptr; dConfig* config = nullptr; AssetManager* assetManager = nullptr; RakPeerInterface* chatServer = nullptr; std::mt19937 randomEngine; SystemAddress chatSysAddr; bool shouldShutdown = false; EntityManager* entityManager = nullptr; dZoneManager* zoneManager = nullptr; } // namespace Game bool chatDisabled = false; bool chatConnected = false; bool worldShutdownSequenceComplete = false; void WorldShutdownSequence(); void WorldShutdownProcess(uint32_t zoneId); void FinalizeShutdown(); void SendShutdownMessageToMaster(); Logger* SetupLogger(uint32_t zoneID, uint32_t instanceID); void HandlePacketChat(Packet* packet); void HandlePacket(Packet* packet); struct tempSessionInfo { SystemAddress sysAddr; std::string hash; }; std::map m_PendingUsers; uint32_t instanceID = 0; uint32_t g_CloneID = 0; std::string databaseChecksum = ""; int main(int argc, char** argv) { Diagnostics::SetProcessName("World"); Diagnostics::SetProcessFileName(argv[0]); Diagnostics::Initialize(); // Triggers the shutdown sequence at application exit std::atexit(WorldShutdownSequence); signal(SIGINT, [](int) { WorldShutdownSequence(); }); signal(SIGTERM, [](int) { WorldShutdownSequence(); }); uint32_t zoneID = 1000; uint32_t cloneID = 0; uint32_t maxClients = 8; uint32_t ourPort = 2007; //Check our arguments: for (int32_t i = 0; i < argc; ++i) { std::string argument(argv[i]); if (argument == "-zone") zoneID = atoi(argv[i + 1]); if (argument == "-instance") instanceID = atoi(argv[i + 1]); if (argument == "-clone") cloneID = atoi(argv[i + 1]); if (argument == "-maxclients") maxClients = atoi(argv[i + 1]); if (argument == "-port") ourPort = atoi(argv[i + 1]); } //Create all the objects we need to run our service: Game::logger = SetupLogger(zoneID, instanceID); if (!Game::logger) return EXIT_FAILURE; //Read our config: Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "worldconfig.ini").string()); Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0"); Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1"); LOG("Starting World server..."); LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR); LOG("Compiled on: %s", __TIMESTAMP__); if (Game::config->GetValue("disable_chat") == "1") chatDisabled = true; try { std::string clientPathStr = Game::config->GetValue("client_location"); if (clientPathStr.empty()) clientPathStr = "./res"; std::filesystem::path clientPath = std::filesystem::path(clientPathStr); if (clientPath.is_relative()) { clientPath = BinaryPathFinder::GetBinaryDir() / clientPath; } Game::assetManager = new AssetManager(clientPath); } catch (std::runtime_error& ex) { LOG("Got an error while setting up assets: %s", ex.what()); return EXIT_FAILURE; } // Connect to CDClient try { CDClientDatabase::Connect((BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").string()); } catch (CppSQLite3Exception& e) { LOG("Unable to connect to CDServer SQLite Database"); LOG("Error: %s", e.errorMessage()); LOG("Error Code: %i", e.errorCode()); return EXIT_FAILURE; } CDClientManager::Instance(); Diagnostics::SetProduceMemoryDump(Game::config->GetValue("generate_dump") == "1"); if (!Game::config->GetValue("dump_folder").empty()) { Diagnostics::SetOutDirectory(Game::config->GetValue("dump_folder")); } //Connect to the MySQL Database: try { Database::Connect(); } catch (sql::SQLException& ex) { LOG("Got an error while connecting to the database: %s", ex.what()); return EXIT_FAILURE; } //Find out the master's IP: std::string masterIP = "localhost"; uint32_t masterPort = 1000; auto masterInfo = Database::Get()->GetMasterInfo(); if (masterInfo) { masterIP = masterInfo->ip; masterPort = masterInfo->port; } ObjectIDManager::Instance()->Initialize(); UserManager::Instance()->Initialize(); Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf")))); Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::shouldShutdown, zoneID); //Connect to the chat server: uint32_t chatPort = 1501; if (Game::config->GetValue("chat_server_port") != "") chatPort = std::atoi(Game::config->GetValue("chat_server_port").c_str()); auto chatSock = SocketDescriptor(uint16_t(ourPort + 2), 0); Game::chatServer = RakNetworkFactory::GetRakPeerInterface(); Game::chatServer->Startup(1, 30, &chatSock, 1); Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8); //Set up other things: Game::randomEngine = std::mt19937(time(0)); //Run it until server gets a kill message from Master: auto lastTime = std::chrono::high_resolution_clock::now(); auto t = std::chrono::high_resolution_clock::now(); Packet* packet = nullptr; uint32_t framesSinceLastFlush = 0; uint32_t framesSinceMasterDisconnect = 0; uint32_t framesSinceChatDisconnect = 0; uint32_t framesSinceLastUsersSave = 0; uint32_t framesSinceLastSQLPing = 0; uint32_t framesSinceLastUser = 0; const float maxPacketProcessingTime = 1.5f; //0.015f; const uint32_t maxPacketsToProcess = 1024; bool ready = false; uint32_t framesSinceMasterStatus = 0; uint32_t framesSinceShutdownSequence = 0; uint32_t currentFramerate = highFramerate; uint32_t ghostingStepCount = 0; auto ghostingLastTime = std::chrono::high_resolution_clock::now(); PerformanceManager::SelectProfile(zoneID); Game::entityManager = new EntityManager(); Game::zoneManager = new dZoneManager(); //Load our level: if (zoneID != 0) { dpWorld::Instance().Initialize(zoneID); Game::zoneManager->Initialize(LWOZONEID(zoneID, instanceID, cloneID)); g_CloneID = cloneID; } else { Game::entityManager->Initialize(); } // pre calculate the FDB checksum if (Game::config->GetValue("check_fdb") == "1") { std::ifstream fileStream; static const std::vector aliases = { "CDServers.fdb", "cdserver.fdb", "CDClient.fdb", "cdclient.fdb", }; for (const auto& file : aliases) { fileStream.open(Game::assetManager->GetResPath() / file, std::ios::binary | std::ios::in); if (fileStream.is_open()) { break; } } const int32_t bufferSize = 1024; MD5* md5 = new MD5(); char fileStreamBuffer[1024] = {}; while (!fileStream.eof()) { memset(fileStreamBuffer, 0, bufferSize); fileStream.read(fileStreamBuffer, bufferSize); md5->update(fileStreamBuffer, fileStream.gcount()); } fileStream.close(); const char* nullTerminateBuffer = "\0"; md5->update(nullTerminateBuffer, 1); // null terminate the data md5->finalize(); databaseChecksum = md5->hexdigest(); delete md5; LOG("FDB Checksum calculated as: %s", databaseChecksum.c_str()); } uint32_t currentFrameDelta = highFrameDelta; // These values are adjust them selves to the current framerate should it update. uint32_t logFlushTime = 15 * currentFramerate; // 15 seconds in frames uint32_t shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames uint32_t noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames uint32_t chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames uint32_t saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames uint32_t sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames uint32_t emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others. while (true) { Metrics::StartMeasurement(MetricVariable::Frame); Metrics::StartMeasurement(MetricVariable::GameLoop); std::clock_t metricCPUTimeStart = std::clock(); const auto currentTime = std::chrono::high_resolution_clock::now(); float deltaTime = std::chrono::duration(currentTime - lastTime).count(); lastTime = currentTime; const auto occupied = UserManager::Instance()->GetUserCount() != 0; uint32_t newFrameDelta = currentFrameDelta; if (!ready) { newFrameDelta = highFrameDelta; } else { newFrameDelta = PerformanceManager::GetServerFrameDelta(); } // Update to the new framerate and scale all timings to said new framerate if (newFrameDelta != currentFrameDelta) { float_t ratioBeforeToAfter = (float)currentFrameDelta / (float)newFrameDelta; currentFrameDelta = newFrameDelta; currentFramerate = MS_TO_FRAMES(newFrameDelta); LOG_DEBUG("Framerate for zone/instance/clone %i/%i/%i is now %i", zoneID, instanceID, cloneID, currentFramerate); logFlushTime = 15 * currentFramerate; // 15 seconds in frames framesSinceLastFlush *= ratioBeforeToAfter; shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames framesSinceLastUser *= ratioBeforeToAfter; noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames framesSinceMasterDisconnect *= ratioBeforeToAfter; chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames framesSinceChatDisconnect *= ratioBeforeToAfter; saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames framesSinceLastUsersSave *= ratioBeforeToAfter; sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames framesSinceLastSQLPing *= ratioBeforeToAfter; emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others. framesSinceLastUser *= ratioBeforeToAfter; } //Warning if we ran slow if (deltaTime > currentFrameDelta) { LOG("We're running behind, dT: %f > %f (framerate %i)", deltaTime, currentFrameDelta, currentFramerate); } //Check if we're still connected to master: if (!Game::server->GetIsConnectedToMaster()) { framesSinceMasterDisconnect++; if (framesSinceMasterDisconnect >= noMasterConnectionTimeout && !Game::shouldShutdown) { LOG("Game loop running but no connection to master for %d frames, shutting down", noMasterConnectionTimeout); Game::shouldShutdown = true; } } else framesSinceMasterDisconnect = 0; // Check if we're still connected to chat: if (!chatConnected) { framesSinceChatDisconnect++; if (framesSinceChatDisconnect >= chatReconnectionTime) { framesSinceChatDisconnect = 0; Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8); } } else framesSinceChatDisconnect = 0; //In world we'd update our other systems here. if (zoneID != 0 && deltaTime > 0.0f) { Metrics::StartMeasurement(MetricVariable::Physics); dpWorld::Instance().StepWorld(deltaTime); Metrics::EndMeasurement(MetricVariable::Physics); Metrics::StartMeasurement(MetricVariable::UpdateEntities); Game::entityManager->UpdateEntities(deltaTime); Metrics::EndMeasurement(MetricVariable::UpdateEntities); Metrics::StartMeasurement(MetricVariable::Ghosting); if (std::chrono::duration(currentTime - ghostingLastTime).count() >= 1.0f) { Game::entityManager->UpdateGhosting(); ghostingLastTime = currentTime; } Metrics::EndMeasurement(MetricVariable::Ghosting); Metrics::StartMeasurement(MetricVariable::UpdateSpawners); Game::zoneManager->Update(deltaTime); Metrics::EndMeasurement(MetricVariable::UpdateSpawners); } Metrics::StartMeasurement(MetricVariable::PacketHandling); //Check for packets here: 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); Game::server->DeallocateMasterPacket(packet); } //Handle our chat packets: packet = Game::chatServer->Receive(); if (packet) { HandlePacketChat(packet); Game::chatServer->DeallocatePacket(packet); } //Handle world-specific packets: float timeSpent = 0.0f; UserManager::Instance()->DeletePendingRemovals(); auto t1 = std::chrono::high_resolution_clock::now(); for (uint32_t curPacket = 0; curPacket < maxPacketsToProcess && timeSpent < maxPacketProcessingTime; curPacket++) { packet = Game::server->Receive(); if (packet) { auto t1 = std::chrono::high_resolution_clock::now(); HandlePacket(packet); auto t2 = std::chrono::high_resolution_clock::now(); timeSpent += std::chrono::duration_cast>(t2 - t1).count(); Game::server->DeallocatePacket(packet); packet = nullptr; } else { break; } } Metrics::EndMeasurement(MetricVariable::PacketHandling); Metrics::StartMeasurement(MetricVariable::UpdateReplica); //Update our replica objects: Game::server->UpdateReplica(); Metrics::EndMeasurement(MetricVariable::UpdateReplica); //Push our log every 15s: if (framesSinceLastFlush >= logFlushTime) { Game::logger->Flush(); framesSinceLastFlush = 0; } else framesSinceLastFlush++; if (zoneID != 0 && !occupied) { framesSinceLastUser++; //If we haven't had any players for a while, time out and shut down: if (framesSinceLastUser >= emptyShutdownTime) { Game::shouldShutdown = true; } } else { framesSinceLastUser = 0; } //Save all connected users every 10 minutes: if (framesSinceLastUsersSave >= saveTime && zoneID != 0) { UserManager::Instance()->SaveAllActiveCharacters(); framesSinceLastUsersSave = 0; if (PropertyManagementComponent::Instance() != nullptr) { PropertyManagementComponent::Instance()->Save(); } } else framesSinceLastUsersSave++; //Every 10 min we ping our sql server to keep it alive hopefully: if (framesSinceLastSQLPing >= sqlPingTime) { //Find out the master's IP for absolutely no reason: std::string masterIP; uint32_t masterPort; auto masterInfo = Database::Get()->GetMasterInfo(); if (masterInfo) { masterIP = masterInfo->ip; masterPort = masterInfo->port; } framesSinceLastSQLPing = 0; } else framesSinceLastSQLPing++; Metrics::EndMeasurement(MetricVariable::GameLoop); Metrics::StartMeasurement(MetricVariable::Sleep); t += std::chrono::milliseconds(currentFrameDelta); 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) { LOG("Finished loading world with zone (%i), ready up!", Game::server->GetZoneID()); MasterPackets::SendWorldReady(Game::server, Game::server->GetZoneID(), Game::server->GetInstanceID()); ready = true; } } if (Game::shouldShutdown && !worldShutdownSequenceComplete) { WorldShutdownProcess(zoneID); break; } Metrics::AddMeasurement(MetricVariable::CPUTime, (1e6 * (1000.0 * (std::clock() - metricCPUTimeStart))) / CLOCKS_PER_SEC); Metrics::EndMeasurement(MetricVariable::Frame); } FinalizeShutdown(); return EXIT_SUCCESS; } Logger* SetupLogger(uint32_t zoneID, uint32_t instanceID) { std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/WorldServer_" + std::to_string(zoneID) + "_" + std::to_string(instanceID) + "_" + std::to_string(time(nullptr)) + ".log")).string(); bool logToConsole = false; bool logDebugStatements = false; #ifdef _DEBUG logToConsole = true; logDebugStatements = true; #endif return new Logger(logPath, logToConsole, logDebugStatements); } void HandlePacketChat(Packet* packet) { if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) { LOG("Lost our connection to chat, zone(%i), instance(%i)", Game::server->GetZoneID(), Game::server->GetInstanceID()); chatConnected = false; } if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) { LOG("Established connection to chat, zone(%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID()); Game::chatSysAddr = packet->systemAddress; chatConnected = true; } if (packet->data[0] == ID_USER_PACKET_ENUM) { if (static_cast(packet->data[1]) == eConnectionType::CHAT_INTERNAL) { switch (static_cast(packet->data[3])) { case eChatInternalMessageType::ROUTE_TO_PLAYER: { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; inStream.Read(playerID); auto player = Game::entityManager->GetEntity(playerID); if (!player) return; auto sysAddr = player->GetSystemAddress(); //Write our stream outwards: CBITSTREAM; for (BitSize_t i = 0; i < inStream.GetNumberOfBytesUsed(); i++) { bitStream.Write(packet->data[i + 16]); //16 bytes == header + playerID to skip } SEND_PACKET; //send routed packet to player break; } case eChatInternalMessageType::ANNOUNCEMENT: { CINSTREAM_SKIP_HEADER; std::string title; std::string msg; uint32_t len; inStream.Read(len); for (uint32_t i = 0; len > i; i++) { char character; inStream.Read(character); title += character; } len = 0; inStream.Read(len); for (uint32_t i = 0; len > i; i++) { char character; inStream.Read(character); msg += character; } //Send to our clients: AMFArrayValue args; args.Insert("title", title); args.Insert("message", msg); GameMessages::SendUIMessageServerToAllClients("ToggleAnnounce", args); break; } case eChatInternalMessageType::MUTE_UPDATE: { CINSTREAM_SKIP_HEADER; LWOOBJID playerId; time_t expire = 0; inStream.Read(playerId); inStream.Read(expire); auto* entity = Game::entityManager->GetEntity(playerId); if (entity != nullptr) { entity->GetParentUser()->SetMuteExpire(expire); entity->GetCharacter()->SendMuteNotice(); } break; } case eChatInternalMessageType::TEAM_UPDATE: { CINSTREAM_SKIP_HEADER; LWOOBJID teamID = 0; char lootOption = 0; char memberCount = 0; std::vector members; inStream.Read(teamID); bool deleteTeam = inStream.ReadBit(); if (deleteTeam) { TeamManager::Instance()->DeleteTeam(teamID); LOG("Deleting team (%llu)", teamID); break; } inStream.Read(lootOption); inStream.Read(memberCount); LOG("Updating team (%llu), (%i), (%i)", teamID, lootOption, memberCount); for (char i = 0; i < memberCount; i++) { LWOOBJID member = LWOOBJID_EMPTY; inStream.Read(member); members.push_back(member); LOG("Updating team member (%llu)", member); } TeamManager::Instance()->UpdateTeam(teamID, lootOption, members); break; } default: LOG("Received an unknown chat internal: %i", int(packet->data[3])); } } } } void HandlePacket(Packet* packet) { if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) { auto user = UserManager::Instance()->GetUser(packet->systemAddress); if (!user) return; auto c = user->GetLastUsedChar(); if (!c) { UserManager::Instance()->DeleteUser(packet->systemAddress); return; } auto* entity = Game::entityManager->GetEntity(c->GetObjectID()); if (!entity) { entity = Player::GetPlayer(packet->systemAddress); } if (entity) { auto* skillComponent = entity->GetComponent(); if (skillComponent != nullptr) { skillComponent->Reset(); } entity->GetCharacter()->SaveXMLToDatabase(); LOG("Deleting player %llu", entity->GetObjectID()); Game::entityManager->DestroyEntity(entity); } { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION); bitStream.Write(user->GetLoggedInChar()); Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false); } UserManager::Instance()->DeleteUser(packet->systemAddress); if (PropertyManagementComponent::Instance() != nullptr) { PropertyManagementComponent::Instance()->Save(); } CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::PLAYER_REMOVED); bitStream.Write((LWOMAPID)Game::server->GetZoneID()); bitStream.Write((LWOINSTANCEID)instanceID); Game::server->SendToMaster(&bitStream); } if (packet->data[0] != ID_USER_PACKET_ENUM || packet->length < 4) return; if (static_cast(packet->data[1]) == eConnectionType::SERVER) { if (static_cast(packet->data[3]) == eServerMessageType::VERSION_CONFIRM) { AuthPackets::HandleHandshake(Game::server, packet); } } if (static_cast(packet->data[1]) == eConnectionType::MASTER) { switch (static_cast(packet->data[3])) { case eMasterMessageType::REQUEST_PERSISTENT_ID_RESPONSE: { uint64_t requestID = PacketUtils::ReadU64(8, packet); uint32_t objectID = PacketUtils::ReadU32(16, packet); ObjectIDManager::Instance()->HandleRequestPersistentIDResponse(requestID, objectID); break; } case eMasterMessageType::REQUEST_ZONE_TRANSFER_RESPONSE: { uint64_t requestID = PacketUtils::ReadU64(8, packet); ZoneInstanceManager::Instance()->HandleRequestZoneTransferResponse(requestID, packet); break; } case eMasterMessageType::SESSION_KEY_RESPONSE: { //Read our session key and to which user it belongs: RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint32_t sessionKey = 0; std::string username; inStream.Read(sessionKey); username = PacketUtils::ReadString(12, packet, false); //Find them: auto it = m_PendingUsers.find(username); if (it == m_PendingUsers.end()) return; //Convert our key: std::string userHash = std::to_string(sessionKey); userHash = md5(userHash); //Verify it: if (userHash != it->second.hash) { LOG("SOMEONE IS TRYING TO HACK? SESSION KEY MISMATCH: ours: %s != master: %s", userHash.c_str(), it->second.hash.c_str()); Game::server->Disconnect(it->second.sysAddr, eServerDisconnectIdentifiers::INVALID_SESSION_KEY); return; } else { LOG("User %s authenticated with correct key.", username.c_str()); UserManager::Instance()->DeleteUser(packet->systemAddress); //Create our user and send them in: UserManager::Instance()->CreateUser(it->second.sysAddr, username, userHash); auto zone = Game::zoneManager->GetZone(); if (zone) { float x = 0.0f; float y = 0.0f; float z = 0.0f; if (zone->GetZoneID().GetMapID() == 1100) { auto pos = zone->GetSpawnPos(); x = pos.x; y = pos.y; z = pos.z; } WorldPackets::SendLoadStaticZone(it->second.sysAddr, x, y, z, zone->GetChecksum()); } if (Game::server->GetZoneID() == 0) { //Since doing this reroute breaks the client's request, we have to call this manually. UserManager::Instance()->RequestCharacterList(it->second.sysAddr); } m_PendingUsers.erase(username); //Notify master: { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::PLAYER_ADDED); bitStream.Write((LWOMAPID)Game::server->GetZoneID()); bitStream.Write((LWOINSTANCEID)instanceID); Game::server->SendToMaster(&bitStream); } } break; } case eMasterMessageType::AFFIRM_TRANSFER_REQUEST: { const uint64_t requestID = PacketUtils::ReadU64(8, packet); LOG("Got affirmation request of transfer %llu", requestID); CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::AFFIRM_TRANSFER_RESPONSE); bitStream.Write(requestID); Game::server->SendToMaster(&bitStream); break; } case eMasterMessageType::SHUTDOWN: { Game::shouldShutdown = true; LOG("Got shutdown request from master, zone (%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID()); break; } case eMasterMessageType::NEW_SESSION_ALERT: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint32_t sessionKey = inStream.Read(sessionKey); std::string username; uint32_t len; inStream.Read(len); for (uint32_t i = 0; i < len; i++) { char character; inStream.Read(character); username += character; } //Find them: User* user = UserManager::Instance()->GetUser(username.c_str()); if (!user) { LOG("Got new session alert for user %s, but they're not logged in.", username.c_str()); return; } //Check the key: if (sessionKey != std::atoi(user->GetSessionKey().c_str())) { LOG("Got new session alert for user %s, but the session key is invalid.", username.c_str()); Game::server->Disconnect(user->GetSystemAddress(), eServerDisconnectIdentifiers::INVALID_SESSION_KEY); return; } break; } default: LOG("Unknown packet ID from master %i", int(packet->data[3])); } return; } if (static_cast(packet->data[1]) != eConnectionType::WORLD) return; switch (static_cast(packet->data[3])) { case eWorldMessageType::VALIDATION: { std::string username = PacketUtils::ReadString(0x08, packet, true); std::string sessionKey = PacketUtils::ReadString(74, packet, true); std::string clientDatabaseChecksum = PacketUtils::ReadString(packet->length - 33, packet, false); // sometimes client puts a null terminator at the end of the checksum and sometimes doesn't, weird clientDatabaseChecksum = clientDatabaseChecksum.substr(0, 32); // If the check is turned on, validate the client's database checksum. if (Game::config->GetValue("check_fdb") == "1" && !databaseChecksum.empty()) { auto accountInfo = Database::Get()->GetAccountInfo(username); if (!accountInfo) { LOG("Client's account does not exist in the database, aborting connection."); Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::CHARACTER_NOT_FOUND); return; } // Developers may skip this check if (accountInfo->maxGmLevel < eGameMasterLevel::DEVELOPER && clientDatabaseChecksum != databaseChecksum) { LOG("Client's database checksum does not match the server's, aborting connection."); Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::WRONG_GAME_VERSION); return; } } //Request the session info from Master: CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::REQUEST_SESSION_KEY); bitStream.Write(LUString(username, 64)); Game::server->SendToMaster(&bitStream); //Insert info into our pending list tempSessionInfo info; info.sysAddr = SystemAddress(packet->systemAddress); info.hash = sessionKey; m_PendingUsers.insert(std::make_pair(username, info)); break; } case eWorldMessageType::CHARACTER_LIST_REQUEST: { //We need to delete the entity first, otherwise the char list could delete it while it exists in the world! if (Game::server->GetZoneID() != 0) { auto user = UserManager::Instance()->GetUser(packet->systemAddress); if (!user || !user->GetLastUsedChar()) return; Game::entityManager->DestroyEntity(user->GetLastUsedChar()->GetEntity()); } //This loops prevents users who aren't authenticated to double-request the char list, which //would make the login screen freeze sometimes. if (m_PendingUsers.size() > 0) { for (auto it : m_PendingUsers) { if (it.second.sysAddr == packet->systemAddress) { return; } } } UserManager::Instance()->RequestCharacterList(packet->systemAddress); break; } case eWorldMessageType::GAME_MSG: { RakNet::BitStream bitStream(packet->data, packet->length, false); uint64_t header; LWOOBJID objectID; eGameMessageType messageID; bitStream.Read(header); bitStream.Read(objectID); bitStream.Read(messageID); RakNet::BitStream dataStream; bitStream.Read(dataStream, bitStream.GetNumberOfUnreadBits()); auto isSender = CheatDetection::VerifyLwoobjidIsSender( objectID, packet->systemAddress, CheckType::Entity, "Sending GM with a sending player that does not match their own. GM ID: %i", static_cast(messageID) ); if (isSender) GameMessageHandler::HandleMessage(&dataStream, packet->systemAddress, objectID, messageID); break; } case eWorldMessageType::CHARACTER_CREATE_REQUEST: { UserManager::Instance()->CreateCharacter(packet->systemAddress, packet); break; } case eWorldMessageType::LOGIN_REQUEST: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); LWOOBJID playerID = 0; inStream.Read(playerID); bool valid = CheatDetection::VerifyLwoobjidIsSender( playerID, packet->systemAddress, CheckType::User, "Sending login request with a sending player that does not match their own. Player ID: %llu", playerID ); if (!valid) return; GeneralUtils::ClearBit(playerID, eObjectBits::CHARACTER); GeneralUtils::ClearBit(playerID, eObjectBits::PERSISTENT); auto user = UserManager::Instance()->GetUser(packet->systemAddress); if (user) { auto lastCharacter = user->GetLoggedInChar(); // This means we swapped characters and we need to remove the previous player from the container. if (static_cast(lastCharacter) != playerID) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION); bitStream.Write(lastCharacter); Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false); } } UserManager::Instance()->LoginCharacter(packet->systemAddress, static_cast(playerID)); break; } case eWorldMessageType::CHARACTER_DELETE_REQUEST: { UserManager::Instance()->DeleteCharacter(packet->systemAddress, packet); UserManager::Instance()->RequestCharacterList(packet->systemAddress); break; } case eWorldMessageType::CHARACTER_RENAME_REQUEST: { UserManager::Instance()->RenameCharacter(packet->systemAddress, packet); break; } case eWorldMessageType::LEVEL_LOAD_COMPLETE: { LOG("Received level load complete from user."); User* user = UserManager::Instance()->GetUser(packet->systemAddress); if (user) { Character* c = user->GetLastUsedChar(); if (c != nullptr) { std::u16string username = GeneralUtils::ASCIIToUTF16(c->GetName()); Game::server->GetReplicaManager()->AddParticipant(packet->systemAddress); EntityInfo info{}; info.lot = 1; Entity* player = Game::entityManager->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(Game::zoneManager->GetZone()->GetWorldID()); Game::entityManager->ConstructEntity(player, UNASSIGNED_SYSTEM_ADDRESS, true); if (respawnPoint != NiPoint3::ZERO) { GameMessages::SendPlayerReachedRespawnCheckpoint(player, respawnPoint, NiQuaternion::IDENTITY); } Game::entityManager->ConstructAllEntities(packet->systemAddress); auto* characterComponent = player->GetComponent(); if (!characterComponent) return; characterComponent->RocketUnEquip(player); // Do charxml fixes here auto* levelComponent = player->GetComponent(); if (!levelComponent) return; auto version = levelComponent->GetCharacterVersion(); switch (version) { case eCharacterVersion::RELEASE: // TODO: Implement, super low priority case eCharacterVersion::LIVE: LOG("Updating Character Flags"); c->SetRetroactiveFlags(); levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS); case eCharacterVersion::PLAYER_FACTION_FLAGS: LOG("Updating Vault Size"); player->RetroactiveVaultSize(); levelComponent->SetCharacterVersion(eCharacterVersion::VAULT_SIZE); case eCharacterVersion::VAULT_SIZE: LOG("Updaing Speedbase"); levelComponent->SetRetroactiveBaseSpeed(); levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE); case eCharacterVersion::UP_TO_DATE: break; } player->GetCharacter()->SetTargetScene(""); // Fix the destroyable component auto* destroyableComponent = player->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->FixStats(); } //Tell the player to generate BBB models, if any: if (g_CloneID != 0) { const auto& worldId = Game::zoneManager->GetZone()->GetZoneID(); const auto zoneId = worldId.GetMapID(); const auto cloneId = g_CloneID; //Check for BBB models: auto propertyInfo = Database::Get()->GetPropertyInfo(zoneId, cloneId); LWOOBJID propertyId = LWOOBJID_EMPTY; if (propertyInfo) propertyId = propertyInfo->id; else { LOG("Couldn't find property ID for zone %i, clone %i", zoneId, cloneId); goto noBBB; } for (auto& bbbModel : Database::Get()->GetUgcModels(propertyId)) { LOG("Getting lxfml ugcID: %llu", bbbModel.id); bbbModel.lxfmlData.seekg(0, std::ios::end); size_t lxfmlSize = bbbModel.lxfmlData.tellg(); bbbModel.lxfmlData.seekg(0); //Send message: LWOOBJID blueprintID = bbbModel.id; GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER); GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT); CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE); bitStream.Write(LWOOBJID_EMPTY); //always zero so that a check on the client passes bitStream.Write(eBlueprintSaveResponseType::EverythingWorked); bitStream.Write(1); bitStream.Write(blueprintID); bitStream.Write(lxfmlSize); bitStream.WriteAlignedBytes(reinterpret_cast(bbbModel.lxfmlData.str().c_str()), lxfmlSize); SystemAddress sysAddr = packet->systemAddress; SEND_PACKET; // PacketUtils::SavePacket("lxfml packet " + std::to_string(bbbModel.id) + ".bin", (char*)bitStream.GetData(), bitStream.GetNumberOfBytesUsed()); } } noBBB: // Tell the client it's done loading: 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: //update: this might not be needed so im going to try disabling this here. //Mail::HandleNotificationRequest(packet->systemAddress, player->GetObjectID()); //Notify chat that a player has loaded: { const auto& playerName = player->GetCharacter()->GetName(); //RakNet::RakString playerName(player->GetCharacter()->GetName().c_str()); CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_ADDED_NOTIFICATION); bitStream.Write(player->GetObjectID()); bitStream.Write(playerName.size()); for (size_t i = 0; i < playerName.size(); i++) { bitStream.Write(playerName[i]); } auto zone = Game::zoneManager->GetZone()->GetZoneID(); bitStream.Write(zone.GetMapID()); bitStream.Write(zone.GetInstanceID()); bitStream.Write(zone.GetCloneID()); bitStream.Write(player->GetParentUser()->GetMuteExpire()); Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false); } } else { LOG("Couldn't find character to log in with for user %s (%i)!", user->GetUsername().c_str(), user->GetAccountID()); Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::CHARACTER_NOT_FOUND); } } else { LOG("Couldn't get user for level load complete!"); } break; } case eWorldMessageType::POSITION_UPDATE: { ClientPackets::HandleClientPositionUpdate(packet->systemAddress, packet); break; } case eWorldMessageType::MAIL: { RakNet::BitStream bitStream(packet->data, packet->length, false); // FIXME: Change this to the macro to skip the header... LWOOBJID space; bitStream.Read(space); Mail::HandleMailStuff(&bitStream, packet->systemAddress, UserManager::Instance()->GetUser(packet->systemAddress)->GetLastUsedChar()->GetEntity()); break; } case eWorldMessageType::ROUTE_PACKET: { //Yeet to chat CINSTREAM_SKIP_HEADER; uint32_t size = 0; inStream.Read(size); if (size > 20000) { LOG("Tried to route a packet with a read size > 20000, so likely a false packet."); return; } CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, packet->data[14]); //We need to insert the player's objectID so the chat server can find who originated this request: LWOOBJID objectID = 0; auto user = UserManager::Instance()->GetUser(packet->systemAddress); if (user) { objectID = user->GetLastUsedChar()->GetObjectID(); } bitStream.Write(objectID); //Now write the rest of the data: auto data = inStream.GetData(); for (uint32_t i = 0; i < size; ++i) { bitStream.Write(data[i + 23]); } Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE_ORDERED, 0, Game::chatSysAddr, false); break; } case eWorldMessageType::STRING_CHECK: { ClientPackets::HandleChatModerationRequest(packet->systemAddress, packet); break; } case eWorldMessageType::GENERAL_CHAT_MESSAGE: { if (chatDisabled) { ChatPackets::SendMessageFail(packet->systemAddress); } else { ClientPackets::HandleChatMessage(packet->systemAddress, packet); } break; } case eWorldMessageType::HANDLE_FUNNESS: { //This means the client is running slower or faster than it should. //Could be insane lag, but I'mma just YEET them as it's usually speedhacking. //This is updated to now count the amount of times we've been caught "speedhacking" to kick with a delay //This is hopefully going to fix the random disconnects people face sometimes. if (Game::config->GetValue("disable_anti_speedhack") == "1") { return; } User* user = UserManager::Instance()->GetUser(packet->systemAddress); if (user) { user->UserOutOfSync(); } else { Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::KICK); } break; } case eWorldMessageType::UI_HELP_TOP_5: { ClientPackets::SendTop5HelpIssues(packet); break; } default: LOG("Unknown world packet received: %i", int(packet->data[3])); } } void WorldShutdownProcess(uint32_t zoneId) { LOG("Saving map %i instance %i", zoneId, instanceID); for (auto i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i) { const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i); auto* entity = Player::GetPlayer(player); LOG("Saving data!"); if (entity != nullptr && entity->GetCharacter() != nullptr) { auto* skillComponent = entity->GetComponent(); if (skillComponent != nullptr) { skillComponent->Reset(); } LOG("Saving character %s...", entity->GetCharacter()->GetName().c_str()); entity->GetCharacter()->SaveXMLToDatabase(); LOG("Character data for %s was saved!", entity->GetCharacter()->GetName().c_str()); } } if (PropertyManagementComponent::Instance() != nullptr) { LOG("Saving ALL property data for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId()); PropertyManagementComponent::Instance()->Save(); Database::Get()->RemoveUnreferencedUgcModels(); LOG("ALL property data saved for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId()); } LOG("ALL DATA HAS BEEN SAVED FOR ZONE %i INSTANCE %i!", zoneId, instanceID); while (Game::server->GetReplicaManager()->GetParticipantCount() > 0) { const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(0); Game::server->Disconnect(player, eServerDisconnectIdentifiers::SERVER_SHUTDOWN); } SendShutdownMessageToMaster(); } void WorldShutdownSequence() { Game::shouldShutdown = true; #ifndef DARKFLAME_PLATFORM_WIN32 if (Game::shouldShutdown || worldShutdownSequenceComplete) #endif { return; } LOG("Zone (%i) instance (%i) shutting down outside of main loop!", Game::server->GetZoneID(), instanceID); WorldShutdownProcess(Game::server->GetZoneID()); FinalizeShutdown(); } void FinalizeShutdown() { LOG("Shutdown complete, zone (%i), instance (%i)", Game::server->GetZoneID(), instanceID); //Delete our objects here: Metrics::Clear(); Database::Destroy("WorldServer"); if (Game::chatFilter) delete Game::chatFilter; Game::chatFilter = nullptr; if (Game::zoneManager) delete Game::zoneManager; Game::zoneManager = nullptr; if (Game::server) delete Game::server; Game::server = nullptr; if (Game::config) delete Game::config; Game::config = nullptr; if (Game::entityManager) delete Game::entityManager; Game::entityManager = nullptr; if (Game::logger) delete Game::logger; Game::logger = nullptr; worldShutdownSequenceComplete = true; exit(EXIT_SUCCESS); } void SendShutdownMessageToMaster() { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::SHUTDOWN_RESPONSE); Game::server->SendToMaster(&bitStream); }