Files
DarkflameServer/dChatServer/ChatServer.cpp
Aaron Kimbrell 5a9a3e380b refactor: master packets as structs
Every MASTER service packet is now an LUBitStream struct (docs/PacketArchitecture.md,
PR 14) and the master server's switch is a dispatch map (PacketDispatcher), as are the
master handlers of the world, chat and dashboard servers.

- dNet/MasterPackets.h: RequestZoneTransfer, RequestZoneTransferResponse, ServerInfo,
  RequestSessionKey, SetSessionKey, SessionKeyResponse, NewSessionAlert, PlayerAdded /
  PlayerRemoved, CreatePrivateZone, RequestPrivateZone (passwords still cut to 50
  characters when read), WorldReady, WorldReadyInfo (WORLD_READY to the dashboard),
  PrepZone, Shutdown, ShutdownResponse, WorldShutDown (SHUTDOWN_RESPONSE to the
  dashboard), ShutdownUniverse, AffirmTransferRequest/Response, RequestServerList,
  ServerListResponse, DashboardShutdown, ConfigReload, InstanceShutdown. The Send*
  functions are gone; MasterPackets::SendToMaster(msg) and SendTo(sysAddr, msg) send a
  struct.
- The dashboard and instance migration structs (PlayerAction, DataChanged, Dashboard
  messages, MessageCapture, InstanceMigration) are LUBitStreams of the MASTER service now
  and moved to dNet/master/, included by MasterPackets.h. Their payloads are unchanged;
  master forwards them by re-serializing the struct instead of copying raw bytes.
- InstanceManager, ZoneInstanceManager, MigrationCoordinator, dServer (server info, zone
  transfer response), auth (SET_SESSION_KEY), the world (session keys, player added and
  removed, world ready, shutdown response, affirmations, prep zone, shutdown universe) and
  the dashboard (server list, instance shutdown, config reload, announcements, player
  actions, message capture) send and read structs.
- The login stamps are a `stamps` field of RequestZoneTransfer and
  RequestZoneTransferResponse (read leniently as before: a message without them reads as
  empty); master adds its stamps in the REQUEST_ZONE_TRANSFER handler and when it answers,
  as it did.
- InstanceManager::GetInstanceBySysAddr takes a const address.

Verified: tests/dGameTests/dNetTests/Legacy/MasterPacketsLegacy.h is a verbatim copy of
the old writers and readers; MasterPacketsTests requires identical bytes for a grid of
inputs, checks the old readers read what the structs write, round trips and truncation,
hand written golden packets, that zone transfers without stamps still read, that the dashboard/migration structs write what
"header + Serialize" wrote, and that the dispatcher drops truncated packets. No wire
bytes changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:50 -05:00

318 lines
13 KiB
C++

#include <iostream>
#include <string>
#include <chrono>
#include <thread>
//DLU Includes:
#include "dCommonVars.h"
#include "ConfigSync.h"
#include "dServer.h"
#include "Logger.h"
#include "Database.h"
#include "dConfig.h"
#include "dChatFilter.h"
#include "master/PlayerAction.h"
#include "MessageType/Master.h"
#include "Diagnostics.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "ServiceType.h"
#include "PlayerContainer.h"
#include "ChatPacketHandler.h"
#include "MessageType/Chat.h"
#include "MessageType/World.h"
#include "ChatIgnoreList.h"
#include "StringifiedEnum.h"
#include "TeamContainer.h"
#include "PacketDispatcher.h"
#include "ChatPackets.h"
#include "Game.h"
#include "Server.h"
//RakNet includes:
#include "RakNetDefines.h"
#include "MessageIdentifiers.h"
#include "ChatWeb.h"
namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
dChatFilter* chatFilter = nullptr;
AssetManager* assetManager = nullptr;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
PlayerContainer playerContainer;
}
void HandlePacket(Packet* packet);
void HandleMasterPacket(Packet* packet);
int main(int argc, char** argv) {
constexpr uint32_t chatFramerate = mediumFramerate;
constexpr uint32_t chatFrameDelta = mediumFrameDelta;
const auto curTimeStr = std::to_string(time(nullptr));
const auto serviceName = "ChatServer_" + curTimeStr;
Diagnostics::SetProcessName(serviceName);
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
Game::config = new dConfig("chatconfig.ini");
//Create all the objects we need to run our service:
Server::SetupLogger(serviceName, "ChatServer");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
//Read our config:
LOG("Starting Chat server...");
LOG("Version: %s", PROJECT_VERSION);
LOG("Compiled on: %s", __TIMESTAMP__);
try {
std::string clientPathStr = Game::config->GetValue("client_location");
if (clientPathStr.empty()) clientPathStr = "./res";
std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
if (clientPath.is_relative()) {
clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
}
Game::assetManager = new AssetManager(clientPath);
} catch (std::runtime_error& ex) {
LOG("Got an error while setting up assets: %s", ex.what());
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
}
//Connect to the MySQL Database
try {
Database::Connect();
} catch (std::exception& ex) {
LOG("Got an error while connecting to the database: %s", ex.what());
Database::Destroy(serviceName);
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
}
// Settings edited on the dashboard (server_config table) are layered over the files from here on
Game::config->SetDatabaseSync(ConfigSync::Sync);
// setup the chat api web server
const uint32_t web_server_port = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("web_server_port")).value_or(2005);
if (Game::config->GetValue("web_server_enabled") == "1" && !Game::web.Startup("localhost", web_server_port)) {
// if we want the web server and it fails to start, exit
LOG("Failed to start web server, shutting down.");
Database::Destroy(serviceName);
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
}
if (Game::web.IsEnabled()) ChatWeb::RegisterRoutes();
//Find out the master's IP:
std::string masterIP;
uint32_t masterPort = 1000;
std::string masterPassword;
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
masterPassword = masterInfo->password;
}
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
std::string ourIP = "localhost";
const uint32_t maxClients = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_clients")).value_or(999);
const uint32_t ourPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("chat_server_port")).value_or(2005);
const auto externalIPString = Game::config->GetValue("external_ip");
if (!externalIPString.empty()) ourIP = externalIPString;
Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServiceType::CHAT, Game::config, &Game::lastSignal, masterPassword);
const bool dontGenerateDCF = GeneralUtils::TryParse<bool>(Game::config->GetValue("dont_generate_dcf")).value_or(false);
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", dontGenerateDCF);
Game::randomEngine = std::mt19937(time(0));
Game::playerContainer.Initialize();
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
auto lastTime = std::chrono::high_resolution_clock::now();
Game::logger->Flush(); // once immediately before main loop
while (!Game::ShouldShutdown()) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= chatFramerate)
break; //Exit our loop, shut down.
} else framesSinceMasterDisconnect = 0;
const auto currentTime = std::chrono::high_resolution_clock::now();
const float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
lastTime = currentTime;
Game::playerContainer.Update(deltaTime);
//Check for packets here:
//ReceiveFromMaster also handles the master packets if needed; it hands back the ones for us.
if (auto* masterPacket = Game::server->ReceiveFromMaster()) {
HandleMasterPacket(masterPacket);
Game::server->DeallocateMasterPacket(masterPacket);
}
packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
// Check and handle web requests:
if (Game::web.IsEnabled()) Game::web.ReceiveRequests();
//Push our log every 30s:
if (framesSinceLastFlush >= logFlushTime) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= sqlPingTime) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
uint32_t masterPort;
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
}
framesSinceLastSQLPing = 0;
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
std::this_thread::sleep_until(t);
}
Game::playerContainer.Shutdown();
TeamContainer::Shutdown();
//Delete our objects here:
Database::Destroy(serviceName);
delete Game::server;
Game::server = nullptr;
delete Game::logger;
Game::logger = nullptr;
delete Game::config;
Game::config = nullptr;
return EXIT_SUCCESS;
}
namespace {
// Packets from world servers
const PacketDispatcher<MessageType::Chat>& ChatHandlers() {
static const auto handlers = [] {
PacketDispatcher<MessageType::Chat> handlers;
using namespace ChatPackets;
using MessageType::Chat;
handlers.On<GMMute>(Chat::GM_MUTE, [](const GMMute& mute, const SystemAddress& sysAddr) { Game::playerContainer.MuteUpdate(mute, sysAddr); });
handlers.On<CreateTeam>(Chat::CREATE_TEAM, TeamContainer::CreateTeamServer);
handlers.On<GetFriendsList>(Chat::GET_FRIENDS_LIST, ChatPacketHandler::HandleFriendlistRequest);
handlers.On<GetIgnoreList>(Chat::GET_IGNORE_LIST, ChatIgnoreList::GetIgnoreList);
handlers.On<AddIgnore>(Chat::ADD_IGNORE, ChatIgnoreList::AddIgnore);
handlers.On<RemoveIgnore>(Chat::REMOVE_IGNORE, ChatIgnoreList::RemoveIgnore);
handlers.On<TeamGetStatus>(Chat::TEAM_GET_STATUS, TeamContainer::HandleTeamStatusRequest);
//this involves someone sending the initial request, the response is below, response as in from the other player.
//We basically just check to see if this player is online or not and route the packet.
handlers.On<AddFriendRequest>(Chat::ADD_FRIEND_REQUEST, ChatPacketHandler::HandleFriendRequest);
//This isn't the response a server sent, rather it is a player's response to a received request.
//Here, we'll actually have to add them to eachother's friend lists depending on the response code.
handlers.On<AddFriendResponse>(Chat::ADD_FRIEND_RESPONSE, ChatPacketHandler::HandleFriendResponse);
handlers.On<RemoveFriend>(Chat::REMOVE_FRIEND, ChatPacketHandler::HandleRemoveFriend);
handlers.On<GeneralChatMessage>(Chat::GENERAL_CHAT_MESSAGE, ChatPacketHandler::HandleChatMessage);
//This message is supposed to be echo'd to both the sender and the receiver
//BUT: they have to have different responseCodes, so we'll do some of the ol hacky wacky to fix that right up.
handlers.On<PrivateChatMessage>(Chat::PRIVATE_CHAT_MESSAGE, ChatPacketHandler::HandlePrivateChatMessage);
handlers.On<TeamInvite>(Chat::TEAM_INVITE, TeamContainer::HandleTeamInvite);
handlers.On<TeamInviteResponse>(Chat::TEAM_INVITE_RESPONSE, TeamContainer::HandleTeamInviteResponse);
handlers.On<TeamLeave>(Chat::TEAM_LEAVE, TeamContainer::HandleTeamLeave);
handlers.On<TeamSetLeader>(Chat::TEAM_SET_LEADER, TeamContainer::HandleTeamPromote);
handlers.On<TeamKick>(Chat::TEAM_KICK, TeamContainer::HandleTeamKick);
handlers.On<TeamSetLoot>(Chat::TEAM_SET_LOOT, TeamContainer::HandleTeamLootOption);
handlers.On<GMLevelUpdate>(Chat::GMLEVEL_UPDATE, ChatPacketHandler::HandleGMLevelUpdate);
handlers.On<LoginSessionNotify>(Chat::LOGIN_SESSION_NOTIFY, [](const LoginSessionNotify& notify, const SystemAddress& sysAddr) { Game::playerContainer.InsertPlayer(notify, sysAddr); });
// we just forward this packet to every connected server
handlers.On<Announcement>(Chat::GM_ANNOUNCE, [](const Announcement& announcement, const SystemAddress& sysAddr) {
RakNet::BitStream bitStream;
announcement.WritePacket(bitStream);
Game::server->Send(bitStream, sysAddr, true); // send to everyone except origin
});
handlers.On<UnexpectedDisconnect>(Chat::UNEXPECTED_DISCONNECT, [](const UnexpectedDisconnect& notify, const SystemAddress& sysAddr) { Game::playerContainer.ScheduleRemovePlayer(notify, sysAddr); });
handlers.On<FindPlayerRequest>(Chat::WHO, ChatPacketHandler::HandleWho);
handlers.On<ShowAllRequest>(Chat::SHOW_ALL, ChatPacketHandler::HandleShowAll);
handlers.On<AchievementNotify>(Chat::ACHIEVEMENT_NOTIFY, ChatPacketHandler::OnAchievementNotify);
return handlers;
}();
return handlers;
}
// Messages from master that dServer doesn't handle itself
const PacketDispatcher<MessageType::Master>& MasterHandlers() {
static const auto handlers = [] {
PacketDispatcher<MessageType::Master> handlers;
handlers.On<PlayerActionRequest>(MessageType::Master::PLAYER_ACTION, [](const PlayerActionRequest& request, const SystemAddress&) {
// Words added or removed on the dashboard: web chat is checked with the same filter as the worlds
if (request.action == ePlayerAction::RELOAD_CHAT_FILTER && Game::chatFilter) {
Game::chatFilter->ReloadCustomWords();
LOG("Reloaded the chat filter's words (changed on the dashboard)");
}
});
return handlers;
}();
return handlers;
}
}
void HandleMasterPacket(Packet* packet) {
MasterHandlers().Dispatch(packet, ServiceType::MASTER);
}
void HandlePacket(Packet* packet) {
if (packet->length < 1) return;
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
LOG("A server has disconnected, erasing their connected players from the list.");
} else if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
LOG("A server is connecting, awaiting user list.");
} else if (packet->length < 4 || packet->data[0] != ID_USER_PACKET_ENUM) return; // Nothing left to process or not the right packet type
RakNet::BitStream inStream(packet->data, packet->length, false);
LUBitStream header;
if (!header.ReadHeader(inStream) || header.connectionType != ServiceType::CHAT) return;
// Our packing byte wasnt there? Probably a false packet
if (packet->length < 8) return;
const auto chatMessageID = static_cast<MessageType::Chat>(header.internalPacketID);
if (!ChatHandlers().Dispatch(chatMessageID, inStream, packet->systemAddress)) {
LOG("Unhandled CHAT Message id: %s (%i)", StringifiedEnum::ToString(chatMessageID).data(), chatMessageID);
}
}