mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
df83f0d847
* feat: reward codes this is for giving rewards across characters as the did in live. Tested that the default config works Tested that all claim codes work Tested that saving and loading claim codes work Tested that mail sends correctly * newlines * include array * delete cascade * newline * address feedback
1321 lines
42 KiB
C++
1321 lines
42 KiB
C++
#include <iostream>
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#include <string>
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#include <ctime>
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#include <chrono>
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#include <thread>
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#include "MD5.h"
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//DLU Includes:
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#include "dCommonVars.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 "dpWorld.h"
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#include "dZoneManager.h"
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#include "Metrics.hpp"
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#include "PerformanceManager.h"
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#include "Diagnostics.h"
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#include "BinaryPathFinder.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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#include "RakNetworkFactory.h"
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#include "RakString.h"
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//World includes:
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#include <csignal>
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#include "AuthPackets.h"
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#include "PacketUtils.h"
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#include "BitStreamUtils.h"
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#include "WorldPackets.h"
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#include "UserManager.h"
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#include "CDClientManager.h"
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#include "CDClientDatabase.h"
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#include "GeneralUtils.h"
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#include "ObjectIDManager.h"
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#include "ZoneInstanceManager.h"
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#include "dChatFilter.h"
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#include "ClientPackets.h"
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#include "CharacterComponent.h"
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#include "EntityManager.h"
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#include "EntityInfo.h"
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#include "User.h"
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#include "Loot.h"
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#include "Entity.h"
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#include "Character.h"
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#include "ChatPackets.h"
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#include "GameMessageHandler.h"
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#include "GameMessages.h"
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#include "Mail.h"
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#include "TeamManager.h"
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "MasterPackets.h"
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#include "Player.h"
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#include "PropertyManagementComponent.h"
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#include "AssetManager.h"
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#include "LevelProgressionComponent.h"
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#include "eBlueprintSaveResponseType.h"
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#include "Amf3.h"
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#include "NiPoint3.h"
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#include "eServerDisconnectIdentifiers.h"
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#include "eObjectBits.h"
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#include "eConnectionType.h"
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#include "eServerMessageType.h"
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#include "eChatInternalMessageType.h"
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#include "eWorldMessageType.h"
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#include "eMasterMessageType.h"
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#include "eGameMessageType.h"
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#include "ZCompression.h"
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#include "EntityManager.h"
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#include "CheatDetection.h"
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#include "eGameMasterLevel.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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dpWorld* physicsWorld = nullptr;
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dChatFilter* chatFilter = nullptr;
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dConfig* config = nullptr;
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AssetManager* assetManager = nullptr;
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RakPeerInterface* chatServer = nullptr;
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std::mt19937 randomEngine;
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SystemAddress chatSysAddr;
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bool shouldShutdown = false;
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EntityManager* entityManager = nullptr;
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dZoneManager* zoneManager = nullptr;
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} // namespace Game
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bool chatDisabled = false;
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bool chatConnected = false;
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bool worldShutdownSequenceComplete = false;
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void WorldShutdownSequence();
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void WorldShutdownProcess(uint32_t zoneId);
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void FinalizeShutdown();
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void SendShutdownMessageToMaster();
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Logger* SetupLogger(uint32_t zoneID, uint32_t instanceID);
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void HandlePacketChat(Packet* packet);
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void HandlePacket(Packet* packet);
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struct tempSessionInfo {
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SystemAddress sysAddr;
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std::string hash;
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};
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std::map<std::string, tempSessionInfo> m_PendingUsers;
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uint32_t instanceID = 0;
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uint32_t g_CloneID = 0;
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std::string databaseChecksum = "";
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int main(int argc, char** argv) {
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Diagnostics::SetProcessName("World");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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// Triggers the shutdown sequence at application exit
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std::atexit(WorldShutdownSequence);
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signal(SIGINT, [](int) { WorldShutdownSequence(); });
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signal(SIGTERM, [](int) { WorldShutdownSequence(); });
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uint32_t zoneID = 1000;
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uint32_t cloneID = 0;
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uint32_t maxClients = 8;
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uint32_t ourPort = 2007;
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//Check our arguments:
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for (int32_t i = 0; i < argc; ++i) {
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std::string argument(argv[i]);
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if (argument == "-zone") zoneID = atoi(argv[i + 1]);
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if (argument == "-instance") instanceID = atoi(argv[i + 1]);
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if (argument == "-clone") cloneID = atoi(argv[i + 1]);
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if (argument == "-maxclients") maxClients = atoi(argv[i + 1]);
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if (argument == "-port") ourPort = atoi(argv[i + 1]);
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}
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger(zoneID, instanceID);
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if (!Game::logger) return EXIT_FAILURE;
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//Read our config:
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Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "worldconfig.ini").string());
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Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
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Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
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LOG("Starting World server...");
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LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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LOG("Compiled on: %s", __TIMESTAMP__);
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if (Game::config->GetValue("disable_chat") == "1") chatDisabled = true;
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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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return EXIT_FAILURE;
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}
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// Connect to CDClient
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try {
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CDClientDatabase::Connect((BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").string());
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} catch (CppSQLite3Exception& e) {
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LOG("Unable to connect to CDServer SQLite Database");
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LOG("Error: %s", e.errorMessage());
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LOG("Error Code: %i", e.errorCode());
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return EXIT_FAILURE;
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}
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CDClientManager::Instance();
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Diagnostics::SetProduceMemoryDump(Game::config->GetValue("generate_dump") == "1");
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if (!Game::config->GetValue("dump_folder").empty()) {
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Diagnostics::SetOutDirectory(Game::config->GetValue("dump_folder"));
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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 (sql::SQLException& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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return EXIT_FAILURE;
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}
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//Find out the master's IP:
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std::string masterIP = "localhost";
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uint32_t masterPort = 1000;
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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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ObjectIDManager::Instance()->Initialize();
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UserManager::Instance()->Initialize();
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
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Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::shouldShutdown, zoneID);
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//Connect to the chat server:
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uint32_t chatPort = 1501;
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if (Game::config->GetValue("chat_server_port") != "") chatPort = std::atoi(Game::config->GetValue("chat_server_port").c_str());
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auto chatSock = SocketDescriptor(uint16_t(ourPort + 2), 0);
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Game::chatServer = RakNetworkFactory::GetRakPeerInterface();
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Game::chatServer->Startup(1, 30, &chatSock, 1);
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Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
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//Set up other things:
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Game::randomEngine = std::mt19937(time(0));
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//Run it until server gets a kill message from Master:
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auto lastTime = std::chrono::high_resolution_clock::now();
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceChatDisconnect = 0;
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uint32_t framesSinceLastUsersSave = 0;
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uint32_t framesSinceLastSQLPing = 0;
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uint32_t framesSinceLastUser = 0;
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const float maxPacketProcessingTime = 1.5f; //0.015f;
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const uint32_t maxPacketsToProcess = 1024;
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bool ready = false;
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uint32_t framesSinceMasterStatus = 0;
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uint32_t framesSinceShutdownSequence = 0;
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uint32_t currentFramerate = highFramerate;
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uint32_t ghostingStepCount = 0;
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auto ghostingLastTime = std::chrono::high_resolution_clock::now();
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PerformanceManager::SelectProfile(zoneID);
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Game::entityManager = new EntityManager();
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Game::zoneManager = new dZoneManager();
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//Load our level:
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if (zoneID != 0) {
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dpWorld::Instance().Initialize(zoneID);
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Game::zoneManager->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
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g_CloneID = cloneID;
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} else {
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Game::entityManager->Initialize();
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}
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// pre calculate the FDB checksum
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if (Game::config->GetValue("check_fdb") == "1") {
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std::ifstream fileStream;
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static const std::vector<std::string> aliases = {
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"CDServers.fdb",
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"cdserver.fdb",
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"CDClient.fdb",
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"cdclient.fdb",
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};
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for (const auto& file : aliases) {
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fileStream.open(Game::assetManager->GetResPath() / file, std::ios::binary | std::ios::in);
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if (fileStream.is_open()) {
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break;
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}
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}
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const int32_t bufferSize = 1024;
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MD5* md5 = new MD5();
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char fileStreamBuffer[1024] = {};
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while (!fileStream.eof()) {
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memset(fileStreamBuffer, 0, bufferSize);
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fileStream.read(fileStreamBuffer, bufferSize);
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md5->update(fileStreamBuffer, fileStream.gcount());
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}
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fileStream.close();
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const char* nullTerminateBuffer = "\0";
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md5->update(nullTerminateBuffer, 1); // null terminate the data
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md5->finalize();
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databaseChecksum = md5->hexdigest();
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delete md5;
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LOG("FDB Checksum calculated as: %s", databaseChecksum.c_str());
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}
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uint32_t currentFrameDelta = highFrameDelta;
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// These values are adjust them selves to the current framerate should it update.
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uint32_t logFlushTime = 15 * currentFramerate; // 15 seconds in frames
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uint32_t shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
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uint32_t noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames
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uint32_t chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames
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uint32_t saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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uint32_t sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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uint32_t emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
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while (true) {
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Metrics::StartMeasurement(MetricVariable::Frame);
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Metrics::StartMeasurement(MetricVariable::GameLoop);
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std::clock_t metricCPUTimeStart = std::clock();
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const auto currentTime = std::chrono::high_resolution_clock::now();
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float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
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lastTime = currentTime;
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const auto occupied = UserManager::Instance()->GetUserCount() != 0;
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uint32_t newFrameDelta = currentFrameDelta;
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if (!ready) {
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newFrameDelta = highFrameDelta;
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} else {
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newFrameDelta = PerformanceManager::GetServerFrameDelta();
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}
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// Update to the new framerate and scale all timings to said new framerate
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if (newFrameDelta != currentFrameDelta) {
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float_t ratioBeforeToAfter = (float)currentFrameDelta / (float)newFrameDelta;
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currentFrameDelta = newFrameDelta;
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currentFramerate = MS_TO_FRAMES(newFrameDelta);
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LOG_DEBUG("Framerate for zone/instance/clone %i/%i/%i is now %i", zoneID, instanceID, cloneID, currentFramerate);
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logFlushTime = 15 * currentFramerate; // 15 seconds in frames
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framesSinceLastFlush *= ratioBeforeToAfter;
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shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
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framesSinceLastUser *= ratioBeforeToAfter;
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noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames
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framesSinceMasterDisconnect *= ratioBeforeToAfter;
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chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames
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framesSinceChatDisconnect *= ratioBeforeToAfter;
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saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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framesSinceLastUsersSave *= ratioBeforeToAfter;
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sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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framesSinceLastSQLPing *= ratioBeforeToAfter;
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emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
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framesSinceLastUser *= ratioBeforeToAfter;
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}
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//Warning if we ran slow
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if (deltaTime > currentFrameDelta) {
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LOG("We're running behind, dT: %f > %f (framerate %i)", deltaTime, currentFrameDelta, currentFramerate);
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}
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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 >= noMasterConnectionTimeout && !Game::shouldShutdown) {
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LOG("Game loop running but no connection to master for %d frames, shutting down", noMasterConnectionTimeout);
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Game::shouldShutdown = true;
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}
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} else framesSinceMasterDisconnect = 0;
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// Check if we're still connected to chat:
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if (!chatConnected) {
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framesSinceChatDisconnect++;
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if (framesSinceChatDisconnect >= chatReconnectionTime) {
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framesSinceChatDisconnect = 0;
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Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
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}
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} else framesSinceChatDisconnect = 0;
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//In world we'd update our other systems here.
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if (zoneID != 0 && deltaTime > 0.0f) {
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Metrics::StartMeasurement(MetricVariable::Physics);
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dpWorld::Instance().StepWorld(deltaTime);
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Metrics::EndMeasurement(MetricVariable::Physics);
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Metrics::StartMeasurement(MetricVariable::UpdateEntities);
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Game::entityManager->UpdateEntities(deltaTime);
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Metrics::EndMeasurement(MetricVariable::UpdateEntities);
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Metrics::StartMeasurement(MetricVariable::Ghosting);
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if (std::chrono::duration<float>(currentTime - ghostingLastTime).count() >= 1.0f) {
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Game::entityManager->UpdateGhosting();
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ghostingLastTime = currentTime;
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}
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Metrics::EndMeasurement(MetricVariable::Ghosting);
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Metrics::StartMeasurement(MetricVariable::UpdateSpawners);
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Game::zoneManager->Update(deltaTime);
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Metrics::EndMeasurement(MetricVariable::UpdateSpawners);
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}
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Metrics::StartMeasurement(MetricVariable::PacketHandling);
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//Check for packets here:
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packet = Game::server->ReceiveFromMaster();
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if (packet) { //We can get messages not handle-able by the dServer class, so handle them if we returned anything.
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HandlePacket(packet);
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Game::server->DeallocateMasterPacket(packet);
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}
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//Handle our chat packets:
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packet = Game::chatServer->Receive();
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if (packet) {
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HandlePacketChat(packet);
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Game::chatServer->DeallocatePacket(packet);
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}
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//Handle world-specific packets:
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float timeSpent = 0.0f;
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UserManager::Instance()->DeletePendingRemovals();
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auto t1 = std::chrono::high_resolution_clock::now();
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for (uint32_t curPacket = 0; curPacket < maxPacketsToProcess && timeSpent < maxPacketProcessingTime; curPacket++) {
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packet = Game::server->Receive();
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if (packet) {
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auto t1 = std::chrono::high_resolution_clock::now();
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HandlePacket(packet);
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auto t2 = std::chrono::high_resolution_clock::now();
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timeSpent += std::chrono::duration_cast<std::chrono::duration<float>>(t2 - t1).count();
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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} else {
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break;
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}
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}
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Metrics::EndMeasurement(MetricVariable::PacketHandling);
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Metrics::StartMeasurement(MetricVariable::UpdateReplica);
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//Update our replica objects:
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Game::server->UpdateReplica();
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Metrics::EndMeasurement(MetricVariable::UpdateReplica);
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//Push our log every 15s:
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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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if (zoneID != 0 && !occupied) {
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framesSinceLastUser++;
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//If we haven't had any players for a while, time out and shut down:
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if (framesSinceLastUser >= emptyShutdownTime) {
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Game::shouldShutdown = true;
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}
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} else {
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framesSinceLastUser = 0;
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}
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//Save all connected users every 10 minutes:
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if (framesSinceLastUsersSave >= saveTime && zoneID != 0) {
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UserManager::Instance()->SaveAllActiveCharacters();
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framesSinceLastUsersSave = 0;
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if (PropertyManagementComponent::Instance() != nullptr) {
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PropertyManagementComponent::Instance()->Save();
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}
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} else framesSinceLastUsersSave++;
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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;
|
|
} 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<eConnectionType>(packet->data[1]) == eConnectionType::CHAT_INTERNAL) {
|
|
switch (static_cast<eChatInternalMessageType>(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<uint32_t>(len);
|
|
for (uint32_t i = 0; len > i; i++) {
|
|
char character;
|
|
inStream.Read<char>(character);
|
|
title += character;
|
|
}
|
|
|
|
len = 0;
|
|
inStream.Read<uint32_t>(len);
|
|
for (uint32_t i = 0; len > i; i++) {
|
|
char character;
|
|
inStream.Read<char>(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<LWOOBJID> 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<SkillComponent>();
|
|
|
|
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<eConnectionType>(packet->data[1]) == eConnectionType::SERVER) {
|
|
if (static_cast<eServerMessageType>(packet->data[3]) == eServerMessageType::VERSION_CONFIRM) {
|
|
AuthPackets::HandleHandshake(Game::server, packet);
|
|
}
|
|
}
|
|
|
|
if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::MASTER) {
|
|
switch (static_cast<eMasterMessageType>(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<char>(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<eConnectionType>(packet->data[1]) != eConnectionType::WORLD) return;
|
|
|
|
switch (static_cast<eWorldMessageType>(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<int32_t>(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<uint32_t>(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<uint32_t>(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<CharacterComponent>();
|
|
if (!characterComponent) return;
|
|
characterComponent->RocketUnEquip(player);
|
|
|
|
// Do charxml fixes here
|
|
auto* levelComponent = player->GetComponent<LevelProgressionComponent>();
|
|
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<DestroyableComponent>();
|
|
|
|
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>(LWOOBJID_EMPTY); //always zero so that a check on the client passes
|
|
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
|
|
bitStream.Write<uint32_t>(1);
|
|
bitStream.Write(blueprintID);
|
|
|
|
bitStream.Write<uint32_t>(lxfmlSize);
|
|
|
|
bitStream.WriteAlignedBytes(reinterpret_cast<const unsigned char*>(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<uint32_t>(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<SkillComponent>();
|
|
|
|
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() {
|
|
if (Game::shouldShutdown || worldShutdownSequenceComplete) {
|
|
return;
|
|
}
|
|
|
|
Game::shouldShutdown = true;
|
|
|
|
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;
|
|
if (Game::zoneManager) delete Game::zoneManager;
|
|
if (Game::server) delete Game::server;
|
|
if (Game::config) delete Game::config;
|
|
if (Game::entityManager) delete Game::entityManager;
|
|
if (Game::logger) delete Game::logger;
|
|
|
|
worldShutdownSequenceComplete = true;
|
|
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
void SendShutdownMessageToMaster() {
|
|
CBITSTREAM;
|
|
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::SHUTDOWN_RESPONSE);
|
|
Game::server->SendToMaster(&bitStream);
|
|
}
|