mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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With new binaries in place, master moves everything onto them while the server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to master): - database migrations of the new build first; a failure stops there - UGC finishes the jobs it is running (queued rows stay pending), auth restarts, chat hands its teams to master for the next chat server; master starts the new processes and retries ones that don't come back - once the new chat server is up (CHAT_SERVER_READY) every world connects at once and sends its players again (LoginSessionNotify resync, no login logged) - every world instance is replaced with an instance migration: public worlds and private ones (same password) at once, properties after the old instance saved and froze the property (MIGRATE_PREPARE: no building, claiming or saving there any more), activity zones and character select once their players left or after a wait; empty instances just stop, zones in prestart_worlds get a new one first - the dashboard restarts last and picks the status up again Players land where they stood (position carried in CarriedPlayerState, also on properties and Moon Base). Draining instances get no new players (InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the world list. The order lives in LiveUpdateMachine.h without master state and is unit tested; master's glue is LiveUpdateCoordinator. Master itself is not replaced. Message IDs are appended only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
340 lines
14 KiB
C++
340 lines
14 KiB
C++
#include <iostream>
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#include <string>
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#include <chrono>
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#include <thread>
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//DLU Includes:
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#include "dCommonVars.h"
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#include "ConfigSync.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "dChatFilter.h"
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#include "master/PlayerAction.h"
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#include "MessageType/Master.h"
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#include "Diagnostics.h"
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#include "AssetManager.h"
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#include "BinaryPathFinder.h"
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#include "ServiceType.h"
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#include "PlayerContainer.h"
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#include "ChatPacketHandler.h"
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#include "MessageType/Chat.h"
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#include "MessageType/World.h"
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#include "ChatIgnoreList.h"
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#include "StringifiedEnum.h"
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#include "TeamContainer.h"
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#include "PacketDispatcher.h"
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#include "ChatPackets.h"
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#include "master/LiveUpdate.h"
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#include "MasterPackets.h"
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#include "Game.h"
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#include "Server.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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#include "MessageIdentifiers.h"
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#include "ChatWeb.h"
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namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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dConfig* config = nullptr;
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dChatFilter* chatFilter = nullptr;
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AssetManager* assetManager = nullptr;
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Game::signal_t lastSignal = 0;
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std::mt19937 randomEngine;
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PlayerContainer playerContainer;
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}
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void HandlePacket(Packet* packet);
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void HandleMasterPacket(Packet* packet);
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int main(int argc, char** argv) {
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constexpr uint32_t chatFramerate = mediumFramerate;
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constexpr uint32_t chatFrameDelta = mediumFrameDelta;
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const auto curTimeStr = std::to_string(time(nullptr));
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const auto serviceName = "ChatServer_" + curTimeStr;
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Diagnostics::SetProcessName(serviceName);
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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Game::config = new dConfig("chatconfig.ini");
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//Create all the objects we need to run our service:
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Server::SetupLogger(serviceName, "ChatServer");
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if (!Game::logger) return EXIT_FAILURE;
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Game::config->LogSettings();
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//Read our config:
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LOG("Starting Chat server...");
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LOG("Version: %s", PROJECT_VERSION);
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LOG("Compiled on: %s", __TIMESTAMP__);
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try {
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std::string clientPathStr = Game::config->GetValue("client_location");
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if (clientPathStr.empty()) clientPathStr = "./res";
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std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
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if (clientPath.is_relative()) {
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clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
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}
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Game::assetManager = new AssetManager(clientPath);
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} catch (std::runtime_error& ex) {
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LOG("Got an error while setting up assets: %s", ex.what());
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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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//Connect to the MySQL Database
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try {
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Database::Connect();
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} catch (std::exception& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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Database::Destroy(serviceName);
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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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// Settings edited on the dashboard (server_config table) are layered over the files from here on
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Game::config->SetDatabaseSync(ConfigSync::Sync);
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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(2005);
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if (Game::config->GetValue("web_server_enabled") == "1" && !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(serviceName);
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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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if (Game::web.IsEnabled()) ChatWeb::RegisterRoutes();
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//Find out the master's IP:
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std::string masterIP;
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uint32_t masterPort = 1000;
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std::string masterPassword;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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masterPassword = masterInfo->password;
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}
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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std::string ourIP = "localhost";
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const uint32_t maxClients = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_clients")).value_or(999);
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const uint32_t ourPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("chat_server_port")).value_or(2005);
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const auto externalIPString = Game::config->GetValue("external_ip");
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if (!externalIPString.empty()) ourIP = externalIPString;
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Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServiceType::CHAT, Game::config, &Game::lastSignal, masterPassword);
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const bool dontGenerateDCF = GeneralUtils::TryParse<bool>(Game::config->GetValue("dont_generate_dcf")).value_or(false);
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", dontGenerateDCF);
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Game::randomEngine = std::mt19937(time(0));
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Game::playerContainer.Initialize();
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
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constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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auto lastTime = std::chrono::high_resolution_clock::now();
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= chatFramerate)
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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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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Game::playerContainer.Update(deltaTime);
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//Check for packets here:
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//ReceiveFromMaster also handles the master packets if needed; it hands back the ones for us.
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if (auto* masterPacket = Game::server->ReceiveFromMaster()) {
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HandleMasterPacket(masterPacket);
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Game::server->DeallocateMasterPacket(masterPacket);
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}
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packet = Game::server->Receive();
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if (packet) {
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HandlePacket(packet);
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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}
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// Check and handle web requests:
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if (Game::web.IsEnabled()) Game::web.ReceiveRequests();
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//Push our log every 30s:
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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uint32_t masterPort;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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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(chatFrameDelta); //Chat can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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Game::playerContainer.Shutdown();
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TeamContainer::Shutdown();
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//Delete our objects here:
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Database::Destroy(serviceName);
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delete Game::server;
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Game::server = nullptr;
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delete Game::logger;
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Game::logger = nullptr;
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delete Game::config;
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Game::config = nullptr;
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return EXIT_SUCCESS;
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}
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namespace {
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// Packets from world servers
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const PacketDispatcher<MessageType::Chat>& ChatHandlers() {
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static const auto handlers = [] {
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PacketDispatcher<MessageType::Chat> handlers;
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using namespace ChatPackets;
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using MessageType::Chat;
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handlers.On<GMMute>(Chat::GM_MUTE, [](const GMMute& mute, const SystemAddress& sysAddr) { Game::playerContainer.MuteUpdate(mute, sysAddr); });
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handlers.On<CreateTeam>(Chat::CREATE_TEAM, TeamContainer::CreateTeamServer);
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handlers.On<GetFriendsList>(Chat::GET_FRIENDS_LIST, ChatPacketHandler::HandleFriendlistRequest);
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handlers.On<GetIgnoreList>(Chat::GET_IGNORE_LIST, ChatIgnoreList::GetIgnoreList);
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handlers.On<AddIgnore>(Chat::ADD_IGNORE, ChatIgnoreList::AddIgnore);
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handlers.On<RemoveIgnore>(Chat::REMOVE_IGNORE, ChatIgnoreList::RemoveIgnore);
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handlers.On<TeamGetStatus>(Chat::TEAM_GET_STATUS, TeamContainer::HandleTeamStatusRequest);
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//this involves someone sending the initial request, the response is below, response as in from the other player.
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//We basically just check to see if this player is online or not and route the packet.
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handlers.On<AddFriendRequest>(Chat::ADD_FRIEND_REQUEST, ChatPacketHandler::HandleFriendRequest);
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//This isn't the response a server sent, rather it is a player's response to a received request.
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//Here, we'll actually have to add them to eachother's friend lists depending on the response code.
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handlers.On<AddFriendResponse>(Chat::ADD_FRIEND_RESPONSE, ChatPacketHandler::HandleFriendResponse);
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handlers.On<RemoveFriend>(Chat::REMOVE_FRIEND, ChatPacketHandler::HandleRemoveFriend);
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handlers.On<GeneralChatMessage>(Chat::GENERAL_CHAT_MESSAGE, ChatPacketHandler::HandleChatMessage);
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//This message is supposed to be echo'd to both the sender and the receiver
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//BUT: they have to have different responseCodes, so we'll do some of the ol hacky wacky to fix that right up.
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handlers.On<PrivateChatMessage>(Chat::PRIVATE_CHAT_MESSAGE, ChatPacketHandler::HandlePrivateChatMessage);
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handlers.On<TeamInvite>(Chat::TEAM_INVITE, TeamContainer::HandleTeamInvite);
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handlers.On<TeamInviteResponse>(Chat::TEAM_INVITE_RESPONSE, TeamContainer::HandleTeamInviteResponse);
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handlers.On<TeamLeave>(Chat::TEAM_LEAVE, TeamContainer::HandleTeamLeave);
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handlers.On<TeamSetLeader>(Chat::TEAM_SET_LEADER, TeamContainer::HandleTeamPromote);
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handlers.On<TeamKick>(Chat::TEAM_KICK, TeamContainer::HandleTeamKick);
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handlers.On<TeamSetLoot>(Chat::TEAM_SET_LOOT, TeamContainer::HandleTeamLootOption);
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handlers.On<GMLevelUpdate>(Chat::GMLEVEL_UPDATE, ChatPacketHandler::HandleGMLevelUpdate);
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handlers.On<LoginSessionNotify>(Chat::LOGIN_SESSION_NOTIFY, [](const LoginSessionNotify& notify, const SystemAddress& sysAddr) { Game::playerContainer.InsertPlayer(notify, sysAddr); });
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// we just forward this packet to every connected server
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handlers.On<ChatPackets::Announcement>(Chat::GM_ANNOUNCE, [](const ChatPackets::Announcement& announcement, const SystemAddress& sysAddr) {
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RakNet::BitStream bitStream;
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announcement.WritePacket(bitStream);
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Game::server->Send(bitStream, sysAddr, true); // send to everyone except origin
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});
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handlers.On<UnexpectedDisconnect>(Chat::UNEXPECTED_DISCONNECT, [](const UnexpectedDisconnect& notify, const SystemAddress& sysAddr) { Game::playerContainer.ScheduleRemovePlayer(notify, sysAddr); });
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handlers.On<FindPlayerRequest>(Chat::WHO, ChatPacketHandler::HandleWho);
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handlers.On<ShowAllRequest>(Chat::SHOW_ALL, ChatPacketHandler::HandleShowAll);
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handlers.On<AchievementNotify>(Chat::ACHIEVEMENT_NOTIFY, ChatPacketHandler::OnAchievementNotify);
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// New mail: pass it on to the world the receiver is in, if they are online
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handlers.On<MailNotify>(Chat::MAIL, [](const MailNotify& notify, const SystemAddress&) {
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const auto& receiver = Game::playerContainer.GetPlayerData(notify.receiverID);
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if (!receiver) return;
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RakNet::BitStream bitStream;
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notify.WritePacket(bitStream);
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Game::server->Send(bitStream, receiver.worldServerSysAddr, false);
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});
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return handlers;
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}();
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return handlers;
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}
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// Messages from master that dServer doesn't handle itself
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const PacketDispatcher<MessageType::Master>& MasterHandlers() {
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static const auto handlers = [] {
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PacketDispatcher<MessageType::Master> handlers;
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// Live update: a new chat server takes over. Hand the teams over (through master) and stop; master starts the
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// new one once this one is gone, and the worlds send it their players again.
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handlers.On<LiveUpdateRetire>(MessageType::Master::LIVE_UPDATE_RETIRE, [](const LiveUpdateRetire&, const SystemAddress&) {
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const auto handoff = TeamContainer::MakeHandoff();
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LOG("Live update: handing %zu team(s) over to the next chat server and stopping", handoff.teams.size());
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MasterPackets::SendToMaster(handoff);
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Game::playerContainer.SetRetiring(true);
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Game::lastSignal = -1;
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});
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handlers.On<ChatHandoff>(MessageType::Master::CHAT_HANDOFF, [](const ChatHandoff& handoff, const SystemAddress&) {
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TeamContainer::Restore(handoff);
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});
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handlers.On<PlayerActionRequest>(MessageType::Master::PLAYER_ACTION, [](const PlayerActionRequest& request, const SystemAddress&) {
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// Words added or removed on the dashboard: web chat is checked with the same filter as the worlds
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if (request.action == ePlayerAction::RELOAD_CHAT_FILTER && Game::chatFilter) {
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Game::chatFilter->ReloadCustomWords();
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LOG("Reloaded the chat filter's words (changed on the dashboard)");
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}
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});
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return handlers;
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}();
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return handlers;
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}
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}
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void HandleMasterPacket(Packet* packet) {
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MasterHandlers().Dispatch(packet, ServiceType::MASTER);
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}
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void HandlePacket(Packet* packet) {
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if (packet->length < 1) return;
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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LOG("A server has disconnected, erasing their connected players from the list.");
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} else if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
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LOG("A server is connecting, awaiting user list.");
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} else if (packet->length < 4 || packet->data[0] != ID_USER_PACKET_ENUM) return; // Nothing left to process or not the right packet type
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RakNet::BitStream inStream(packet->data, packet->length, false);
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LUBitStream header;
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if (!header.ReadHeader(inStream) || header.connectionType != ServiceType::CHAT) return;
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// Our packing byte wasnt there? Probably a false packet
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if (packet->length < 8) return;
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const auto chatMessageID = static_cast<MessageType::Chat>(header.internalPacketID);
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if (!ChatHandlers().Dispatch(chatMessageID, inStream, packet->systemAddress)) {
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LOG("Unhandled CHAT Message id: %s (%i)", StringifiedEnum::ToString(chatMessageID).data(), chatMessageID);
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}
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}
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