Files
DarkflameServer/dDashboardServer/DashboardServer.cpp
Aaron Kimbrell fcf68639e3 feat(dashboard): check GitHub for a newer release or newer commits
A worker thread asks GitHub's API about update_check_repo: the latest release
and, for development and CI builds, how far the build's commit is behind its
branch (or main). Unauthenticated, with ETags, every update_check_interval_hours
(default 6); offline or rate limited, the last answer stays next to the error
and a used-up limit waits for its reset. The main loop logs results, sends
them to master (UPDATE_STATUS, again when the link comes back) and pushes
update_check to open pages. GET /api/update_check, and
POST /api/update_check/check (settings permission, once a minute). Nothing is
downloaded or installed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 10:47:58 -05:00

719 lines
27 KiB
C++

#include <algorithm>
#include <chrono>
#include <cstdlib>
#include <iostream>
#include <thread>
#include <csignal>
#include <memory>
#include "Profiler.h"
#include <optional>
#include "CDClientDatabase.h"
#include "ConfigSync.h"
#include "CDClientManager.h"
#include "Database.h"
#include "dConfig.h"
#include "Logger.h"
#include "dServer.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "FdbSnapshot.h"
#include "ServiceType.h"
#include "MessageType/Master.h"
#include "MasterPackets.h"
#include "PacketDispatcher.h"
#include "Game.h"
#include "BitStreamUtils.h"
#include "dCommonVars.h"
#include "Diagnostics.h"
#include "Locale.h"
#include "GameText.h"
#include "Web.h"
#include "Server.h"
#include "ServerState.h"
#include "APIRoutes.h"
#include "StaticRoutes.h"
#include "DashboardRoutes.h"
#include "WSRoutes.h"
#include "AuthRoutes.h"
#include "PlayerActions.h"
#include "AccountRoutes.h"
#include "ClientAssets.h"
#include "MaintenanceRoutes.h"
#include "ReportRoutes.h"
#include "SecurityRoutes.h"
#include "WebhookRoutes.h"
#include "RouteUtils.h"
#include "EconomyJobs.h"
#include "Scheduler.h"
#include "BackupRoutes.h"
#include "ReportViews.h"
#include "CharacterTools.h"
#include "CharacterRestore.h"
#include "MissionTools.h"
#include "CharacterProgress.h"
#include "ServerRoutes.h"
#include "LeaderboardRoutes.h"
#include "RequireAuthMiddleware.h"
#include "Permissions.h"
#include "VanityRoutes.h"
#include "ChatRoutes.h"
#include "ChatFlagRoutes.h"
#include "ClientSysInfoRoutes.h"
#include "Strikes.h"
#include "ModerationTools.h"
#include "ModeratorHelper.h"
#include "LiveWorld.h"
#include "LiveUpdateRoutes.h"
#include "WorldReloadRoutes.h"
#include "master/WorldFiles.h"
#include "Scenery.h"
#include "Workers.h"
#include "ReportRoutes.h"
#include "WorldView.h"
#include "ClientAssets.h"
#include "DashboardRoutes.h"
#include "LiveEventRoutes.h"
#include "ChallengeRoutes.h"
#include "Inspector.h"
#include "CDClientBrowser.h"
#include "master/MessageCapture.h"
#include "CaptureReplay.h"
#include "GameMessageDecoder.h"
#include "PacketDecoder.h"
#include "PublicRoutes.h"
#include "Showcase.h"
#include "ContrabandRoutes.h"
#include "UgcRoutes.h"
#include "UgcLinks.h"
#include "PropertyRentRoutes.h"
#include "FeaturedProperties.h"
#include "PasswordRecovery.h"
#include "SettingsRoutes.h"
#include "SettingsHistory.h"
#include "Announcements.h"
#include "EventsCalendar.h"
#include "InstanceLoad.h"
#include "WorldView.h"
#include "PrometheusMetrics.h"
#include "Traffic.h"
#include "TrafficHistory.h"
#include "master/ServerTraffic.h"
#include "master/Profiling.h"
#include "Performance.h"
#include "Background.h"
#include "master/DashboardMessages.h"
#include "master/DataChanged.h"
#include "EmailService.h"
#include "AuthMiddleware.h"
#include "DashboardAuthService.h"
#include "Totp.h"
#include "Alerts.h"
#include "UpdateChecker.h"
#include "DashboardAuthService.h"
#include "AuthTokenHandler.h"
#include "ApiKeyService.h"
#include "ApiKeyRoutes.h"
#include "GrantRoutes.h"
#include "GuildRoutes.h"
#include "PermissionGrantsLoader.h"
#include "JWTUtils.h"
#include "GeneralUtils.h"
#include "BuildInfo.h"
#include <fstream>
#include <filesystem>
namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
// Also defined by every program that links the game's libraries (it decodes game messages with the game's own
// message structs); the dashboard runs no game, so they stay empty
dChatFilter* chatFilter = nullptr;
AssetManager* assetManager = nullptr;
RakPeerInterface* chatServer = nullptr;
SystemAddress chatSysAddr;
EntityManager* entityManager = nullptr;
dZoneManager* zoneManager = nullptr;
std::string projectVersion = PROJECT_VERSION;
}
// Define global server state
namespace ServerState {
ServerStatus g_AuthStatus{};
ServerStatus g_ChatStatus{};
ServerStatus g_UgcStatus{};
bool g_UgcEnabled{};
uint32_t g_UgcPid{};
std::vector<WorldInstanceInfo> g_WorldInstances{};
std::vector<WorldInstanceInfo> g_PendingWorlds{};
std::map<std::string, ServerEndpoint> g_Endpoints{};
std::mutex g_StatusMutex{};
}
namespace {
dServer* g_Server = nullptr;
// The server list is fetched again every so often: it corrects player counts and drops worlds that crashed
// without saying so
std::chrono::steady_clock::time_point g_NextServerListRequest{};
constexpr auto SERVER_LIST_INTERVAL = std::chrono::seconds(30);
/**
* Load the JWT signing secret: jwt_secret from config if set, otherwise a random secret generated
* on first start and kept in a file next to the binary so sessions survive restarts.
*/
bool InitializeJWTSecret() {
const auto configured = Game::config->GetValue("jwt_secret");
if (!configured.empty()) {
if (configured.size() < 32) {
LOG("jwt_secret must be at least 32 characters");
return false;
}
JWTUtils::SetSecretKey(configured);
return JWTUtils::HasSecretKey();
}
const auto secretPath = BinaryPathFinder::GetBinaryDir() / "dashboard_jwt_secret";
std::string secret;
if (std::ifstream in(secretPath); in) std::getline(in, secret);
if (secret.size() < 32) {
secret = JWTUtils::GenerateSecret();
if (secret.empty()) {
LOG("Failed to generate a JWT secret");
return false;
}
std::ofstream out(secretPath, std::ios::trunc);
out << secret;
out.close();
std::error_code ec;
std::filesystem::permissions(secretPath, std::filesystem::perms::owner_read | std::filesystem::perms::owner_write, std::filesystem::perm_options::replace, ec);
LOG("Generated a new dashboard JWT secret at %s", secretPath.string().c_str());
}
JWTUtils::SetSecretKey(secret);
return JWTUtils::HasSecretKey();
}
// Which property a property instance is (clone id), for the world list
void AddPropertyDetails(WorldInstanceInfo& info) {
if (info.cloneID == 0) return;
// The list is refreshed every 30 seconds; look each property up once
static std::map<std::pair<uint32_t, uint32_t>, WorldInstanceInfo> cache;
const auto key = std::make_pair(info.mapID, info.cloneID);
if (const auto it = cache.find(key); it != cache.end()) {
info.propertyId = it->second.propertyId;
info.propertyName = it->second.propertyName;
info.ownerId = it->second.ownerId;
info.ownerName = it->second.ownerName;
return;
}
try {
const auto property = Database::Get()->GetPropertyInfo(info.mapID, info.cloneID);
if (!property) return;
info.propertyId = std::to_string(property->id);
info.propertyName = property->name;
info.ownerId = std::to_string(property->ownerId);
if (const auto owner = Database::Get()->GetCharacterInfo(property->ownerId)) info.ownerName = owner->name;
cache[key] = info;
} catch (const std::exception&) {}
}
void OnServerList(const MasterPackets::ServerListResponse& list, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
ServerState::g_AuthStatus.Set(list.authOnline != 0);
ServerState::g_ChatStatus.Set(list.chatOnline != 0);
ServerState::g_UgcStatus.Set(list.ugcOnline != 0);
ServerState::g_UgcEnabled = list.ugcEnabled != 0;
ServerState::g_UgcPid = list.ugcPid;
ServerState::g_WorldInstances.clear();
ServerState::g_PendingWorlds.clear();
for (const auto& instance : list.instances) {
WorldInstanceInfo info;
info.mapID = instance.mapID;
info.instanceID = instance.instanceID;
info.cloneID = instance.cloneID;
info.players = instance.players;
info.ip = instance.ip.string;
info.port = instance.port;
info.isPrivate = instance.isPrivate != 0;
info.outdated = instance.outdated != 0;
info.zoneName = GameText::ZoneName(info.mapID);
AddPropertyDetails(info);
using eState = MasterPackets::ServerListResponse::eState;
if (instance.state == eState::READY || instance.state == eState::DRAINING) {
// Draining: still up with its players, who are being moved to a new instance
if (instance.state == eState::DRAINING) info.state = "draining";
ServerState::g_WorldInstances.push_back(info);
} else {
info.state = instance.state == eState::STARTING ? "starting" : "stopping";
ServerState::g_PendingWorlds.push_back(info);
}
}
ServerState::g_Endpoints.clear();
for (const auto& endpoint : list.endpoints) {
const auto key = TrafficHistory::KeyFor(static_cast<uint16_t>(endpoint.type), endpoint.zoneID, endpoint.instanceID);
ServerState::g_Endpoints[key] = { endpoint.ip.string, endpoint.port, endpoint.host.string };
}
LOG_DEBUG("Received server list: auth=%s chat=%s ugc=%s worlds=%u",
list.authOnline ? "online" : "offline",
list.chatOnline ? "online" : "offline",
list.ugcOnline ? "online" : list.ugcEnabled ? "offline" : "off",
static_cast<uint32_t>(list.instances.size()));
}
void OnServerInfo(const MasterPackets::ServerInfo& serverInfo, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
// Master sends "offline" as the address when one goes away
const bool up = serverInfo.ip.string != "offline";
switch (serverInfo.serverType) {
case ServiceType::AUTH:
ServerState::g_AuthStatus.Set(up);
break;
case ServiceType::CHAT:
ServerState::g_ChatStatus.Set(up);
break;
case ServiceType::UGC:
ServerState::g_UgcStatus.Set(up);
// Only started when enabled; the pid comes with the next server list
if (up) ServerState::g_UgcEnabled = true;
break;
default:
break;
}
}
void OnWorldReady(const MasterPackets::WorldReadyInfo& ready, const SystemAddress&) {
const LWOMAPID zoneID = ready.zoneID;
const LWOINSTANCEID instanceID = ready.instanceID;
std::lock_guard lock(ServerState::g_StatusMutex);
WorldInstanceInfo info;
info.mapID = zoneID;
info.instanceID = instanceID;
info.cloneID = ready.cloneID;
info.players = 0;
info.ip = ready.ip.string;
info.port = ready.port;
info.isPrivate = ready.isPrivate != 0;
info.zoneName = GameText::ZoneName(zoneID);
AddPropertyDetails(info);
// Master can report a world more than once (in the server list and when it becomes ready): replace, don't add
auto& instances = ServerState::g_WorldInstances;
const auto existing = std::ranges::find_if(instances, [&](const WorldInstanceInfo& w) { return w.mapID == zoneID && w.instanceID == instanceID; });
if (existing != instances.end()) {
info.players = existing->players;
*existing = info;
} else {
instances.push_back(info);
}
std::erase_if(ServerState::g_PendingWorlds, [&](const WorldInstanceInfo& w) { return w.mapID == zoneID && w.instanceID == instanceID; });
LOG("World ready: zone %i instance %i", zoneID, instanceID);
}
void OnPlayerAdded(const MasterPackets::PlayerAdded& added, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
for (auto& world : ServerState::g_WorldInstances) {
if (world.mapID == added.zoneID && world.instanceID == added.instanceID) {
world.players++;
break;
}
}
}
void OnPlayerRemoved(const MasterPackets::PlayerRemoved& removed, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
for (auto& world : ServerState::g_WorldInstances) {
if (world.mapID == removed.zoneID && world.instanceID == removed.instanceID) {
if (world.players > 0) world.players--;
break;
}
}
}
void OnWorldShutDown(const MasterPackets::WorldShutDown& shutDown, const SystemAddress&) {
const LWOMAPID zoneID = shutDown.zoneID;
const LWOINSTANCEID instanceID = shutDown.instanceID;
std::lock_guard lock(ServerState::g_StatusMutex);
auto& instances = ServerState::g_WorldInstances;
instances.erase(
std::remove_if(instances.begin(), instances.end(),
[zoneID, instanceID](const WorldInstanceInfo& w) {
return w.mapID == zoneID && w.instanceID == instanceID;
}),
instances.end());
LOG("World shutdown: zone %i instance %i", zoneID, instanceID);
}
// Packets from master
const PacketDispatcher<MessageType::Master>& MasterHandlers() {
static const auto handlers = [] {
PacketDispatcher<MessageType::Master> handlers;
using MessageType::Master;
handlers.On<MasterPackets::ServerListResponse>(Master::SERVER_LIST_RESPONSE, OnServerList);
handlers.On<MasterPackets::ServerInfo>(Master::SERVER_INFO, OnServerInfo);
handlers.On<MasterPackets::WorldReadyInfo>(Master::WORLD_READY, OnWorldReady);
handlers.On<MasterPackets::PlayerAdded>(Master::PLAYER_ADDED, OnPlayerAdded);
handlers.On<MasterPackets::PlayerRemoved>(Master::PLAYER_REMOVED, OnPlayerRemoved);
handlers.On<PlayerPositions>(Master::PLAYER_POSITIONS, [](const PlayerPositions& positions, const SystemAddress&) { LiveWorld::HandlePlayerPositions(positions); });
handlers.On<MessageCaptureData>(Master::MESSAGE_CAPTURE_DATA, [](const MessageCaptureData& data, const SystemAddress&) {
if (data.status == eMessageCaptureStatus::PACKETS) CaptureReplay::HandleData(data);
else Inspector::HandleData(data);
});
handlers.On<DataChanged>(Master::DATA_CHANGED, [](const DataChanged& changed, const SystemAddress&) { BroadcastDataChanged(changed); });
handlers.On<PlayerActionResult>(Master::PLAYER_ACTION_RESULT, [](const PlayerActionResult& result, const SystemAddress&) { PlayerActions::HandleResult(result); });
handlers.On<MasterPackets::WorldShutDown>(Master::SHUTDOWN_RESPONSE, OnWorldShutDown);
handlers.On<ServerTraffic>(Master::SERVER_TRAFFIC, [](const ServerTraffic& report, const SystemAddress&) { Traffic::Ingest(report); });
handlers.On<ProfileResult>(Master::PROFILE_RESULT, [](const ProfileResult& result, const SystemAddress&) { Performance::IngestProfile(result); });
handlers.On<LiveUpdateStatus>(Master::LIVE_UPDATE_STATUS, [](const LiveUpdateStatus& status, const SystemAddress&) { LiveUpdateRoutes::HandleStatus(status); });
handlers.On<WorldFilesStatus>(Master::WORLD_FILES_STATUS, [](const WorldFilesStatus& status, const SystemAddress&) { WorldReloadRoutes::HandleStatus(status); });
return handlers;
}();
return handlers;
}
void HandleMasterPacket(Packet* packet) {
MasterHandlers().Dispatch(packet, ServiceType::MASTER);
}
}
int main(int argc, char** argv) {
Diagnostics::SetProduceMemoryDump(true);
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
uint32_t maxClients = 999;
uint32_t ourPort = 2006;
std::string ourIP = "127.0.0.1";
// Read config
Game::config = new dConfig("dashboardconfig.ini");
// Setup logger
// Like the other servers: logs/DashboardServer/DashboardServer_<start time>.log
Server::SetupLogger("DashboardServer_" + std::to_string(time(nullptr)), "DashboardServer");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
LOG("Starting Dashboard Server");
LOG("Version: %s", std::string(BuildInfo::buildString).c_str());
// Load settings
if (Game::config->GetValue("max_clients") != "")
maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "")
ourPort = std::atoi(Game::config->GetValue("port").c_str());
if (Game::config->GetValue("listen_ip") != "")
ourIP = Game::config->GetValue("listen_ip");
// Connect to CDClient database
try {
const std::string cdclientPath = FdbSnapshot::Resolve(BinaryPathFinder::GetBinaryDir() / "resServer").sqlite.string();
CDClientDatabase::Connect(cdclientPath);
} catch (std::exception& ex) {
LOG("Failed to connect to CDClient database: %s", ex.what());
return EXIT_FAILURE;
}
// Connect to the database
try {
Database::Connect();
} catch (std::exception& ex) {
LOG("Failed to connect to the database: %s", ex.what());
return EXIT_FAILURE;
}
// Settings edited on the dashboard (server_config table) are layered over the files from here on
Game::config->SetDatabaseSync(ConfigSync::Sync);
// Load the client's locale, every language in it: the pages show game text in the viewer's language (GameText.h)
std::string clientPath = Game::config->GetValue("client_location");
if (!clientPath.empty()) {
std::string localePath = clientPath + "/locale/locale.xml";
Locale::LoadFromFile(localePath, GameText::DEFAULT_LANGUAGE, true);
}
GameText::Init();
// Get master info from database
std::string masterIP = "localhost";
uint32_t masterPort = 1000;
std::string masterPassword;
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
masterPassword = masterInfo->password;
}
// Setup network server for communicating with Master. It needs its own UDP ports (net_port and the one after):
// reusing the web port would take chat's master connection port (chat_server_port + 1 = 2006 by default).
const auto netPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("net_port")).value_or(2010);
g_Server = new dServer(
masterIP,
netPort,
0,
maxClients,
false,
false,
Game::logger,
masterIP,
masterPort,
ServiceType::DASHBOARD, // Connect as dashboard to master
Game::config,
&Game::lastSignal,
masterPassword
);
// Master (and the Network page) show the port browsers use
g_Server->SetAdvertisedPort(ourPort);
Game::server = g_Server;
// What the worker threads read from the CDClient and the settings, read now on this thread: workers never query
// the CDClient, read settings or touch the network (RakNet and mongoose are the main thread's)
{
const auto start = std::chrono::steady_clock::now();
ClientAssets::Preload();
UgcRoutes::Preload();
PreloadZoneData();
Scenery::Preload();
WorldView::Preload();
// The capture viewer decodes game messages with the game's own structs and replica packets with the
// components of each LOT
PacketDecoder::SetGameMessageDecoder(GameMessageDecoder::Decode);
CaptureReplay::PreloadDecoding();
LOG("Read the client data for the 3D views in %lld ms", static_cast<long long>(std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - start).count()));
}
Workers::Start();
// Initialize web server
if (!Game::web.Startup(ourIP, ourPort)) {
LOG("Failed to start web server on %s:%d", ourIP.c_str(), ourPort);
return EXIT_FAILURE;
}
if (!InitializeJWTSecret()) {
LOG("Dashboard authentication could not be initialized; refusing to start");
return EXIT_FAILURE;
}
Game::web.SetDefaultHeaders({
"X-Content-Type-Options: nosniff",
"X-Frame-Options: DENY",
"Referrer-Policy: same-origin",
"Cache-Control: no-store",
// Pages use inline scripts and styles, so this mainly limits where code, connections and forms can go
"Content-Security-Policy: default-src 'self'; "
"script-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com https://cdn.datatables.net https://cdn.jsdelivr.net; "
"style-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com https://cdn.datatables.net; "
"img-src 'self' data: blob:; font-src 'self' data: https://cdnjs.cloudflare.com; connect-src 'self'; "
"object-src 'none'; base-uri 'self'; form-action 'self'; frame-ancestors 'none'"
});
// WebSocket connections carry the session cookie; the level gates which topics they may receive
// Also called again for open sockets every minute and when an account changes (BroadcastTableChanged("accounts"))
Game::web.SetWSAuthCallback([](const std::string& token) -> std::optional<WSAuth> {
// An API key: its owner as of now, and its scope for the subscriptions
if (ApiKeyService::LooksLikeKey(token)) {
const auto key = ApiKeyService::Verify(token);
if (!key) return std::nullopt;
if (key->needsTwoFactorSetup) return WSAuth{ 0, key->accountId, key->scope };
return WSAuth{ key->gmLevel, key->accountId, key->scope, PermissionGrants::Load(key->accountId) };
}
const auto result = AuthTokenHandler::ValidateToken(token);
if (!result.isValid) return std::nullopt;
// Until required two-factor login is set up the session only reaches its own account page
if (DashboardAuthService::NeedsTwoFactorSetup(result.accountId, result.gmLevel)) return WSAuth{ 0, result.accountId };
return WSAuth{ result.gmLevel, result.accountId, nullptr, PermissionGrants::Load(result.accountId) };
});
if (!Totp::LoadKey()) LOG("Two-factor login is unavailable: no usable key");
EmailService::Initialize();
Alerts::Initialize();
UpdateChecker::Initialize();
Background::Initialize();
RegisterEconomyTasks();
RegisterMaintenanceTasks();
RegisterBackupTask();
RegisterReportViewTask();
RegisterCharacterTasks();
Inspector::Initialize();
CaptureReplay::Initialize();
Scheduler::Initialize();
// Register global middleware
Game::web.AddGlobalMiddleware(std::make_shared<AuthMiddleware>());
// Register routes in order: API, Static, Auth, WebSocket, Dashboard (dashboard MUST be last)
RegisterAPIRoutes();
RegisterStaticRoutes();
RegisterAuthRoutes();
RegisterAccountRoutes();
RegisterClientAssetRoutes();
RegisterMaintenanceRoutes();
RegisterReportRoutes();
RegisterSecurityRoutes();
RegisterWebhookRoutes();
RegisterEconomyJobRoutes();
Scheduler::RegisterRoutes();
RegisterBackupRoutes();
RegisterReportViewRoutes();
RegisterCharacterToolRoutes();
RegisterCharacterRestoreRoutes();
RegisterMissionToolRoutes();
RegisterCharacterProgressRoutes();
RegisterServerRoutes();
RegisterLeaderboardRoutes();
ApiKeyRoutes::RegisterRoutes();
GrantRoutes::RegisterRoutes();
GuildRoutes::RegisterRoutes();
RequireAuthMiddleware::SetApiAccessCheck([](const HTTPContext& context) { return Permissions::Allowed(context.gmLevel, "api_access", nullptr, context.grants.get()); });
RequireAuthMiddleware::SetForbiddenPage([](const HTTPContext& context, HTTPReply& reply) {
RouteUtils::RenderError(reply, context, eHTTPStatusCode::FORBIDDEN, "You don't have permission to open this page.");
});
Game::web.SetWSApiAccessCallback([](const WSAuth& auth) { return Permissions::Allowed(auth.level, "api_access", nullptr, auth.grants.get()); });
RegisterVanityRoutes();
RegisterChatRoutes();
ChatFlagRoutes::RegisterRoutes();
ClientSysInfoRoutes::RegisterRoutes();
RegisterStrikeRoutes();
RegisterModerationToolRoutes();
ModeratorHelper::RegisterRoutes();
LiveWorld::RegisterRoutes();
LiveUpdateRoutes::RegisterRoutes();
WorldReloadRoutes::RegisterRoutes();
Inspector::RegisterRoutes();
CaptureReplay::RegisterRoutes();
RegisterCDClientBrowserRoutes();
RegisterSettingsRoutes();
SettingsHistory::RegisterRoutes();
Announcements::RegisterRoutes();
EventsCalendar::RegisterRoutes();
LiveEventRoutes::RegisterRoutes();
ChallengeRoutes::RegisterRoutes();
InstanceLoad::RegisterRoutes();
WorldView::RegisterRoutes();
Scenery::RegisterRoutes();
PrometheusMetrics::RegisterRoutes();
Traffic::RegisterRoutes();
Performance::RegisterRoutes();
RegisterPublicRoutes();
RegisterShowcaseRoutes();
FeaturedProperties::RegisterRoutes();
ContrabandRoutes::RegisterRoutes();
UpdateChecker::RegisterRoutes();
UgcRoutes::RegisterRoutes();
UgcLinks::RegisterRoutes();
PropertyRentRoutes::RegisterRoutes();
RegisterPasswordRecoveryRoutes();
RegisterWSRoutes();
RegisterDashboardRoutes(); // Must be last - catches all unmatched routes
LOG("Dashboard Server started successfully on %s:%d", ourIP.c_str(), ourPort);
LOG("Connected to Master Server at %s:%d", masterIP.c_str(), masterPort);
// Main loop
auto lastTime = std::chrono::high_resolution_clock::now();
auto lastBroadcast = lastTime;
auto currentTime = lastTime;
constexpr float deltaTime = 1.0f / 60.0f; // 60 FPS
const float broadcastInterval = GeneralUtils::TryParse<float>(Game::config->GetValue("broadcast_interval")).value_or(2000.0f);
while (!Game::ShouldShutdown()) {
// The web server runs every pass, not just once per tick: a request takes several polls (accept, read,
// reply), and waiting a tick between each capped the dashboard at a few dozen requests a second.
// The poll's wait for network traffic is also this loop's sleep.
Game::web.ReceiveRequests(2);
currentTime = std::chrono::high_resolution_clock::now();
const auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastTime).count();
const auto elapsedSinceBroadcast = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastBroadcast).count();
if (elapsed >= 1000.0f / 60.0f) {
Profiler::FrameScope frame;
std::optional<Profiler::Scope> masterScope;
masterScope.emplace("Master packets", Profiler::Phase::PACKETS);
Packet* packet = g_Server->ReceiveFromMaster();
while (packet) {
{
Profiler::PacketScope scope(packet->data, packet->length);
HandleMasterPacket(packet);
}
g_Server->DeallocateMasterPacket(packet);
packet = g_Server->ReceiveFromMaster();
}
masterScope.reset();
// Only once the master link is up; sent earlier, the request is dropped and auth/chat look offline
if (g_Server->GetIsConnectedToMaster() && std::chrono::steady_clock::now() >= g_NextServerListRequest) {
MasterPackets::SendToMaster(MasterPackets::RequestServerList());
g_NextServerListRequest = std::chrono::steady_clock::now() + SERVER_LIST_INTERVAL;
}
{ Profiler::Scope scope("PlayerActions::Update"); PlayerActions::Update(); }
{ Profiler::Scope scope("EmailService::Update"); EmailService::Update(); }
{ Profiler::Scope scope("Alerts::Update"); Alerts::Update(); }
{ Profiler::Scope scope("UpdateChecker::Update"); UpdateChecker::Update(g_Server->GetIsConnectedToMaster()); }
{ Profiler::Scope scope("Background::Update"); Background::Update(); }
{ Profiler::Scope scope("ModeratorHelper::Update"); ModeratorHelper::Update(); }
{ Profiler::Scope scope("Scheduler::Update"); Scheduler::Update(); }
{ Profiler::Scope scope("ServerRoutes::Update"); ServerRoutes::Update(); }
{ Profiler::Scope scope("LiveWorld::Update"); LiveWorld::Update(); }
{ Profiler::Scope scope("LiveUpdateRoutes::Update"); LiveUpdateRoutes::Update(); }
{ Profiler::Scope scope("Inspector::Update"); Inspector::Update(); }
{ Profiler::Scope scope("CaptureReplay::Update"); CaptureReplay::Update(); }
{ Profiler::Scope scope("Announcements::Update"); Announcements::Update(); }
{ Profiler::Scope scope("EventsCalendar::Update"); EventsCalendar::Update(); }
{ Profiler::Scope scope("LiveEventRoutes::Update"); LiveEventRoutes::Update(); }
{ Profiler::Scope scope("ChallengeRoutes::Update"); ChallengeRoutes::Update(); }
{ Profiler::Scope scope("InstanceLoad::Update"); InstanceLoad::Update(); }
{ Profiler::Scope scope("Traffic::Update"); Traffic::Update(); }
{ Profiler::Scope scope("Performance::Update"); Performance::Update(); }
{ Profiler::Scope scope("ApiKeyService::Update"); ApiKeyService::Update(); }
// Broadcast dashboard updates periodically
if (elapsedSinceBroadcast >= broadcastInterval) {
BroadcastDashboardUpdate();
lastBroadcast = currentTime;
}
lastTime = currentTime;
}
}
// Cleanup: the worker threads first (they answer deferred requests), then the web server's connections
Workers::Stop();
Game::web.Shutdown();
ApiKeyService::Flush();
Inspector::Shutdown();
CaptureReplay::Shutdown();
EmailService::Shutdown();
ModeratorHelper::Shutdown();
Background::Shutdown();
Alerts::Shutdown();
UpdateChecker::Shutdown();
Database::Destroy("DashboardServer");
delete g_Server;
g_Server = nullptr;
Game::server = nullptr;
delete Game::logger;
Game::logger = nullptr;
delete Game::config;
Game::config = nullptr;
return EXIT_SUCCESS;
}