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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>
576 lines
23 KiB
C++
576 lines
23 KiB
C++
#include "WorldMigration.h"
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#include "ZoneMessages.h"
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#include "MasterPackets.h"
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#include <ctime>
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#include <map>
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#include <optional>
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#include "BitStreamUtils.h"
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#include "ChatPackets.h"
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#include "GeneralUtils.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "GameMessageHandler.h"
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#include "Game.h"
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#include "InventoryComponent.h"
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#include "Logger.h"
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#include "MessageType/Game.h"
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#include "MessageType/Master.h"
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#include "PetComponent.h"
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#include "PropertyManagementComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "UserManager.h"
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#include "PlayerManager.h"
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#include "ServiceType.h"
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#include "TradingManager.h"
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#include "ClientPackets.h"
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#include "dServer.h"
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#include "eServerDisconnectIdentifiers.h"
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using namespace InstanceMigration;
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namespace {
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// A client that got its transfer and is still connected after this is dropped (it is saved already)
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constexpr float LEAVE_TIMEOUT_SECONDS = 20.0f;
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// Nobody left to move for this long: done (players still loading in finish first)
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constexpr float EMPTY_SECONDS = 3.0f;
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// Give up on a migration after this long moving; whoever is left stays (or is saved when the world shuts down)
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constexpr float MAX_MOVE_SECONDS = 150.0f;
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constexpr float STATUS_INTERVAL = 1.0f;
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// Carried state for a player who never arrives
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constexpr float CARRIED_EXPIRY_SECONDS = 300.0f;
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struct Leaving {
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LWOOBJID characterId{};
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float since{};
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};
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struct Active {
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MigratePlayersOrder order;
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float warnLeft{};
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float moving{};
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float budget{};
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float statusIn{};
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float emptyFor{};
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uint16_t moved{};
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uint16_t failed{};
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std::map<LWOOBJID, float> waiting; // players who can't go yet, and for how long
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};
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std::optional<Active> g_Active;
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// A property being saved before its new instance loads it (MIGRATE_PREPARE)
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struct Preparing {
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uint32_t migrationId{};
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float waitLeft{};
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bool told{};
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};
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std::optional<Preparing> g_Preparing;
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// The migration this property was frozen for (0: not frozen)
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uint32_t g_FrozenFor = 0;
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std::string g_LiveUpdateTold; // the last live update summary the GM who asked was told
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std::map<SystemAddress, Leaving> g_Leaving;
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std::map<LWOOBJID, std::pair<CarriedPlayerState, float>> g_Carried;
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std::function<void(const SystemAddress&)> g_Cleanup;
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std::map<uint32_t, eState> g_ToldRequester; // the last state the GM who asked was told, per migration
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void SendStatus(uint32_t migrationId, uint32_t targetInstance, eState state, uint16_t moved, uint16_t failed, uint16_t remaining, const std::string& message) {
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MigrationStatus status;
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status.migrationId = migrationId;
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status.state = state;
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status.zoneId = Game::server->GetZoneID();
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status.sourceInstance = Game::server->GetInstanceID();
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status.targetInstance = targetInstance;
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status.moved = moved;
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status.failed = failed;
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status.remaining = remaining;
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status.message = message;
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MasterPackets::SendToMaster(status);
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}
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void SendStatus(eState state, uint16_t remaining, const std::string& message) {
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if (g_Active) SendStatus(g_Active->order.migrationId, g_Active->order.targetInstance, state, g_Active->moved, g_Active->failed, remaining, message);
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}
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// LocalizedAnnouncementServerToSingleClient: the client looks both strings up in its locale (falling back to
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// the text itself) and shows the announcement popup, like its own instance-lock warning did in live
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void SendLocalizedAnnouncement(Entity* player, const std::u16string& body, const std::u16string& title) {
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GameMessages::LocalizedAnnouncementServerToSingleClient announcement;
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announcement.target = player->GetObjectID();
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announcement.body = body;
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announcement.title = title;
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announcement.SendToClient(player->GetSystemAddress());
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}
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// Character selection has users but no player entities
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bool IsCharacterSelect() {
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return Game::server->GetZoneID() == 0;
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}
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uint16_t Remaining() {
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uint16_t remaining = 0;
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if (IsCharacterSelect()) {
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for (const auto& [sysAddr, user] : UserManager::Instance()->GetUsers()) {
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if (user && !g_Leaving.contains(sysAddr)) remaining++;
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}
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return remaining;
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}
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for (auto* player : PlayerManager::GetAllPlayers()) {
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if (player && !g_Leaving.contains(player->GetSystemAddress())) remaining++;
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}
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return remaining;
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}
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// Someone at character selection: nothing to save, they just connect to the new one, which sends them their
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// characters again
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void MoveUser(const SystemAddress& sysAddr) {
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const auto& order = g_Active->order;
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g_Leaving[sysAddr] = { LWOOBJID_EMPTY, 0.0f };
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ClientPackets::TransferToWorld transfer;
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transfer.serverIP = LUString(order.targetIp);
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transfer.serverPort = order.targetPort;
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transfer.mythranShift = order.mythranShift;
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transfer.Send(sysAddr);
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LOG("Migration %u: sent %s from character selection to instance %u", order.migrationId, sysAddr.ToString(), order.targetInstance);
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}
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// Save, lock and send one player over. Returns false when they couldn't be sent.
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bool MovePlayer(Entity* player) {
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auto* character = player->GetCharacter();
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if (!character) return false;
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const auto& order = g_Active->order;
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const auto sysAddr = player->GetSystemAddress();
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const auto playerId = player->GetObjectID();
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// Nothing changes hands in a cancelled trade
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if (const auto& trade = TradingManager::Instance()->GetPlayerTrade(playerId)) {
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TradingManager::Instance()->CancelTrade(playerId, trade->GetTradeId());
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}
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CarriedPlayerState carried;
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carried.targetZone = order.targetZone;
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carried.targetInstance = order.targetInstance;
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carried.characterId = playerId;
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carried.seamless = order.seamless;
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if (auto* pet = PetComponent::GetActivePet(playerId)) carried.petItemId = pet->GetItemId();
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// Where they stand: the saved character doesn't keep it on properties (or Moon Base)
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if (auto* physics = player->GetComponent<ControllablePhysicsComponent>()) {
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const auto& position = physics->GetPosition();
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const auto& rotation = physics->GetRotation();
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carried.hasPosition = true;
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carried.x = position.x;
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carried.y = position.y;
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carried.z = position.z;
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carried.rotW = rotation.w;
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carried.rotX = rotation.x;
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carried.rotY = rotation.y;
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carried.rotZ = rotation.z;
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}
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// Same zone, so they spawn where they stood (Entity.cpp only uses a spawn point when the zone changes)
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character->SetZoneID(order.targetZone);
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character->SetZoneInstance(order.targetInstance);
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character->SetZoneClone(order.targetClone);
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character->SetTargetScene("");
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if (auto* characterComponent = player->GetComponent<CharacterComponent>()) characterComponent->SetLastRocketConfig(u"");
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character->SaveXMLToDatabase();
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// From here on nothing they do counts: the target loads what was just saved
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g_Leaving[sysAddr] = { playerId, 0.0f };
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{
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MasterPackets::SendToMaster(carried);
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}
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// Seamless: take every object we sent away first. The client deletes them but keeps its own player object when
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// that ghost goes (LWOGhostComponent::OnGhostReceiveDestruction), and the target's construction of the
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// player is adopted by it. Same ordered channel as the transfer, so these arrive before it.
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if (order.seamless) Game::entityManager->DestructAllEntities(sysAddr);
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ClientPackets::TransferToWorld transfer;
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transfer.serverIP = LUString(order.targetIp);
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transfer.serverPort = order.targetPort;
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transfer.mythranShift = order.mythranShift;
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transfer.Send(sysAddr);
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LOG("Migration %u: sent %s (%llu) to instance %u", order.migrationId, character->GetName().c_str(), playerId, order.targetInstance);
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return true;
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}
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void MovePlayers(float deltaTime) {
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auto& active = *g_Active;
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active.budget = std::min(active.budget + active.order.playersPerSecond * deltaTime, static_cast<float>(active.order.playersPerSecond));
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if (IsCharacterSelect()) {
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std::vector<SystemAddress> users;
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for (const auto& [sysAddr, user] : UserManager::Instance()->GetUsers()) {
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if (user && !g_Leaving.contains(sysAddr)) users.push_back(sysAddr);
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}
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for (const auto& sysAddr : users) {
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if (active.budget < 1.0f) break;
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active.budget -= 1.0f;
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MoveUser(sysAddr);
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active.moved++;
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}
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return;
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}
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// Copy: moving a player can change the list (a cancelled trade, a pet)
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const auto players = PlayerManager::GetAllPlayers();
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for (auto* player : players) {
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if (!player || g_Leaving.contains(player->GetSystemAddress())) continue;
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if (active.budget < 1.0f) break;
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auto* character = player->GetCharacter();
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const bool inTrade = TradingManager::Instance()->GetPlayerTrade(player->GetObjectID()) != nullptr;
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auto& waited = active.waiting[player->GetObjectID()];
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const auto decision = DecidePlayer(inTrade, character && character->GetBuildMode(), player->GetIsDead(), waited, active.order.maxWaitSeconds);
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if (decision == ePlayerDecision::WAIT) {
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waited += deltaTime;
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continue;
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}
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active.budget -= 1.0f;
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active.waiting.erase(player->GetObjectID());
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if (MovePlayer(player)) active.moved++;
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else active.failed++;
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}
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}
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void DropStuckClients(float deltaTime) {
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std::vector<SystemAddress> stuck;
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for (auto& [sysAddr, leaving] : g_Leaving) {
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leaving.since += deltaTime;
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if (leaving.since > LEAVE_TIMEOUT_SECONDS) stuck.push_back(sysAddr);
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}
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for (const auto& sysAddr : stuck) {
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LOG("Migration: %llu got its transfer but never left; disconnecting it (it is saved)", g_Leaving[sysAddr].characterId);
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if (g_Active) g_Active->failed++;
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if (g_Cleanup) g_Cleanup(sysAddr);
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Game::server->Disconnect(sysAddr, eServerDisconnectIdentifiers::SERVER_SHUTDOWN);
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g_Leaving.erase(sysAddr);
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}
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}
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}
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void WorldMigration::SetCleanupHandler(std::function<void(const SystemAddress&)> handler) {
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g_Cleanup = std::move(handler);
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}
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void WorldMigration::HandleOrder(const MigratePlayersOrder& order) {
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if (order.targetPort == 0) {
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if (g_Preparing && g_Preparing->migrationId == order.migrationId) {
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LOG("Migration %u cancelled while the property was being saved", order.migrationId);
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g_Preparing.reset();
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}
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// A property nobody went to the new instance of is ours again; once someone did, it stays with them
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if (g_FrozenFor == order.migrationId && (!g_Active || g_Active->moved == 0)) {
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if (auto* property = PropertyManagementComponent::Instance()) property->Unfreeze();
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g_FrozenFor = 0;
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}
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if (!g_Active || g_Active->order.migrationId != order.migrationId) return;
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LOG("Migration %u cancelled; %u player(s) were moved", order.migrationId, g_Active->moved);
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SendStatus(eState::FAILED, Remaining(), "Cancelled");
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g_Active.reset();
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return;
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}
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if (g_Active) {
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LOG("Migration %u refused: migration %u is still running here", order.migrationId, g_Active->order.migrationId);
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SendStatus(order.migrationId, order.targetInstance, eState::FAILED, 0, 0, Remaining(), "Another migration is running on this instance");
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return;
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}
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g_Active = Active{};
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g_Active->order = order;
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g_Active->warnLeft = order.warnSeconds;
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LOG("Migration %u: moving everyone to %s:%u (zone %u instance %u) in %u s", order.migrationId, order.targetIp.c_str(), order.targetPort,
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order.targetZone, order.targetInstance, order.warnSeconds);
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if (order.warnSeconds > 0) {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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if (player) SendLocalizedAnnouncement(player, u"UI_INSTANCE_LOCKED_ANNOUNCE_BODY", u"UI_INSTANCE_LOCKED_ANNOUNCE_TITLE");
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}
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}
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}
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void WorldMigration::HandlePrepare(const MigratePrepare& prepare) {
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if (g_Active || g_Preparing) {
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LOG("Migration %u refused: another migration is running here", prepare.migrationId);
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SendStatus(prepare.migrationId, 0, eState::FAILED, 0, 0, Remaining(), "Another migration is running on this instance");
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return;
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}
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g_Preparing = Preparing{ prepare.migrationId, static_cast<float>(prepare.maxWaitSeconds), false };
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LOG("Migration %u: saving this instance's property for its replacement (waiting up to %u s for builders)", prepare.migrationId, prepare.maxWaitSeconds);
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}
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void WorldMigration::ApplyCarriedPosition(Entity* player) {
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if (!player) return;
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const auto it = g_Carried.find(player->GetObjectID());
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if (it == g_Carried.end() || !it->second.first.hasPosition) return;
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const auto& state = it->second.first;
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auto* physics = player->GetComponent<ControllablePhysicsComponent>();
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if (!physics) return;
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physics->SetPosition(NiPoint3(state.x, state.y, state.z));
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physics->SetRotation(NiQuaternion(state.rotW, state.rotX, state.rotY, state.rotZ));
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}
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void WorldMigration::StoreCarriedState(const CarriedPlayerState& state) {
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if (state.targetZone != Game::server->GetZoneID() || state.targetInstance != Game::server->GetInstanceID()) return;
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g_Carried[state.characterId] = { state, 0.0f };
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}
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void WorldMigration::Update(float deltaTime) {
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for (auto it = g_Carried.begin(); it != g_Carried.end();) {
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it->second.second += deltaTime;
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if (it->second.second > CARRIED_EXPIRY_SECONDS) it = g_Carried.erase(it);
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else ++it;
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}
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DropStuckClients(deltaTime);
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if (g_Preparing) {
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auto* property = PropertyManagementComponent::Instance();
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if (property && property->GetBuilderCount() > 0 && g_Preparing->waitLeft > 0.0f) {
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if (!g_Preparing->told) {
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g_Preparing->told = true;
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const auto seconds = std::to_string(static_cast<int>(g_Preparing->waitLeft));
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for (auto* player : PlayerManager::GetAllPlayers()) {
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if (player) ChatPackets::SendSystemMessage(player->GetSystemAddress(),
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GeneralUtils::ASCIIToUTF16("The server is being updated: building on this property ends in " + seconds + " seconds."));
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}
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}
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g_Preparing->waitLeft -= deltaTime;
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} else {
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const auto migrationId = g_Preparing->migrationId;
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g_Preparing.reset();
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if (property) property->FreezeForHandOff();
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g_FrozenFor = migrationId;
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SendStatus(migrationId, 0, eState::PREPARED, 0, 0, Remaining(), property ? "Property saved" : "Nothing to save");
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}
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}
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if (!g_Active) return;
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auto& active = *g_Active;
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if (active.warnLeft > 0.0f) {
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active.warnLeft -= deltaTime;
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if (active.warnLeft > 0.0f) return;
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SendStatus(eState::MOVING, Remaining(), "Moving players");
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}
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active.moving += deltaTime;
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MovePlayers(deltaTime);
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const auto remaining = Remaining();
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active.emptyFor = remaining == 0 ? active.emptyFor + deltaTime : 0.0f;
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// Done once nobody is left to move and everyone sent away has disconnected (or was dropped)
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if (active.emptyFor >= EMPTY_SECONDS && g_Leaving.empty()) {
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SendStatus(eState::DONE, 0, std::to_string(active.moved) + " player(s) moved" +
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(active.failed ? ", " + std::to_string(active.failed) + " could not be moved" : ""));
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LOG("Migration %u done: %u moved, %u failed", active.order.migrationId, active.moved, active.failed);
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g_Active.reset();
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return;
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}
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if (active.moving > MAX_MOVE_SECONDS) {
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active.failed += remaining;
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SendStatus(eState::DONE, remaining, std::to_string(active.moved) + " player(s) moved; gave up on " + std::to_string(remaining));
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g_Active.reset();
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return;
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}
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active.statusIn -= deltaTime;
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if (active.statusIn <= 0.0f) {
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active.statusIn = STATUS_INTERVAL;
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SendStatus(eState::MOVING, remaining, "");
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}
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}
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bool WorldMigration::IsLeaving(const SystemAddress& sysAddr) {
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return g_Leaving.contains(sysAddr);
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}
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void WorldMigration::OnDisconnected(const SystemAddress& sysAddr) {
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g_Leaving.erase(sysAddr);
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}
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bool WorldMigration::ArrivesSeamlessly(LWOOBJID characterId) {
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const auto it = g_Carried.find(characterId);
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return it != g_Carried.end() && it->second.first.seamless;
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}
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void WorldMigration::OnSeamlessArrival(Entity* player) {
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if (!player) return;
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const auto playerId = player->GetObjectID();
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const auto sysAddr = player->GetSystemAddress();
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LOG("Player %llu arrived without reloading the zone", playerId);
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// The client already finished loading on the old instance and won't send PlayerLoaded again: do what it would
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// trigger, once the constructions have had a moment to arrive
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player->AddCallbackTimer(1.0f, [playerId, sysAddr]() {
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if (!Game::entityManager->GetEntity(playerId)) return;
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RakNet::BitStream empty;
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GameMessageHandler::HandleMessage(empty, sysAddr, playerId, MessageType::Game::PLAYER_LOADED);
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});
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}
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void WorldMigration::OnPlayerLoaded(Entity* player) {
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if (!player) return;
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const auto it = g_Carried.find(player->GetObjectID());
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if (it == g_Carried.end()) return;
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const auto state = it->second.first;
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g_Carried.erase(it);
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LOG("Player %llu arrived from a migrated instance", state.characterId);
|
|
if (state.petItemId != LWOOBJID_EMPTY) {
|
|
auto* inventory = player->GetComponent<InventoryComponent>();
|
|
auto* item = inventory ? inventory->FindItemById(state.petItemId) : nullptr;
|
|
if (item) inventory->SpawnPet(item);
|
|
}
|
|
}
|
|
|
|
void WorldMigration::HandleStatus(const MigrationStatus& status) {
|
|
if (status.requesterId == LWOOBJID_EMPTY) return;
|
|
auto* requester = PlayerManager::GetPlayer(status.requesterId);
|
|
if (!requester) return;
|
|
// Each change of state once, not every progress report
|
|
const auto told = g_ToldRequester.find(status.migrationId);
|
|
if (told != g_ToldRequester.end() && told->second == status.state) return;
|
|
g_ToldRequester[status.migrationId] = status.state;
|
|
if (status.Finished()) g_ToldRequester.erase(status.migrationId);
|
|
|
|
std::string text = "Instance " + std::string(KindName(status.kind)) + " (zone " + std::to_string(status.zoneId) + " instance " +
|
|
std::to_string(status.sourceInstance) + (status.targetInstance ? " -> " + std::to_string(status.targetInstance) : std::string()) + "): " + StateName(status.state);
|
|
if (status.moved || status.failed) text += ", " + std::to_string(status.moved) + " moved, " + std::to_string(status.failed) + " failed";
|
|
if (!status.message.empty()) text += ". " + status.message;
|
|
ChatPackets::SendSystemMessage(requester->GetSystemAddress(), GeneralUtils::ASCIIToUTF16(text));
|
|
}
|
|
|
|
void WorldMigration::RequestMigration(Entity* requester, eKind kind, uint32_t targetInstance, uint16_t warnSeconds, bool seamless) {
|
|
static uint32_t nextId = static_cast<uint32_t>(std::time(nullptr));
|
|
InstanceMigrationRequest request;
|
|
// Different worlds may ask at the same time; master keys migrations by this
|
|
request.requestId = (++nextId << 8) ^ static_cast<uint32_t>(Game::server->GetInstanceID());
|
|
request.kind = kind;
|
|
request.zoneId = Game::server->GetZoneID();
|
|
request.sourceInstance = Game::server->GetInstanceID();
|
|
request.targetInstance = kind == eKind::MERGE ? targetInstance : 0;
|
|
request.warnSeconds = std::min(warnSeconds, InstanceMigrationRequest::MAX_WARN_SECONDS);
|
|
request.seamless = seamless;
|
|
if (requester) {
|
|
request.requesterId = requester->GetObjectID();
|
|
if (auto* character = requester->GetCharacter()) request.requestedBy = character->GetName();
|
|
}
|
|
LOG("Asking master to %s this instance (migration %u, requested by %s)", KindName(kind), request.requestId, request.requestedBy.c_str());
|
|
|
|
MasterPackets::SendToMaster(request);
|
|
}
|
|
|
|
namespace {
|
|
// [warn seconds] [seamless] from the words after the first `skip`
|
|
bool ParseMoveOptions(const std::vector<std::string>& words, size_t skip, uint16_t& warnSeconds, bool& seamless) {
|
|
warnSeconds = 10;
|
|
seamless = false;
|
|
if (words.size() > skip) {
|
|
const auto warn = GeneralUtils::TryParse<uint16_t>(words[skip]);
|
|
if (!warn || *warn > InstanceMigrationRequest::MAX_WARN_SECONDS) return false;
|
|
warnSeconds = *warn;
|
|
}
|
|
if (words.size() > skip + 1) {
|
|
if (words[skip + 1] != "seamless") return false;
|
|
seamless = true;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void WorldMigration::ReplaceInstanceCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
|
const auto words = GeneralUtils::SplitString(args, ' ');
|
|
uint16_t warnSeconds{};
|
|
bool seamless{};
|
|
if (!ParseMoveOptions(words, words.size() == 1 && words[0].empty() ? 1 : 0, warnSeconds, seamless)) {
|
|
ChatPackets::SendSystemMessage(sysAddr, u"Usage: /replaceinstance [warn seconds, 0-300] [seamless]");
|
|
return;
|
|
}
|
|
ChatPackets::SendSystemMessage(sysAddr, u"Asking master to replace this instance with a fresh one.");
|
|
RequestMigration(entity, eKind::REPLACE, 0, warnSeconds, seamless);
|
|
}
|
|
|
|
void WorldMigration::MergeInstanceCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
|
const auto words = GeneralUtils::SplitString(args, ' ');
|
|
uint32_t target = 0;
|
|
if (!words.empty() && !words[0].empty()) {
|
|
const auto parsed = GeneralUtils::TryParse<uint32_t>(words[0]);
|
|
if (!parsed) {
|
|
ChatPackets::SendSystemMessage(sysAddr, u"Usage: /mergeinstance [target instance, 0 for the best fit] [warn seconds, 0-300] [seamless]");
|
|
return;
|
|
}
|
|
target = *parsed;
|
|
}
|
|
uint16_t warnSeconds{};
|
|
bool seamless{};
|
|
if (!ParseMoveOptions(words, 1, warnSeconds, seamless)) {
|
|
ChatPackets::SendSystemMessage(sysAddr, u"Usage: /mergeinstance [target instance, 0 for the best fit] [warn seconds, 0-300] [seamless]");
|
|
return;
|
|
}
|
|
if (target == static_cast<uint32_t>(Game::server->GetInstanceID())) {
|
|
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(Describe(eRefusal::TARGET_IS_SOURCE)));
|
|
return;
|
|
}
|
|
ChatPackets::SendSystemMessage(sysAddr, u"Asking master to merge this instance into " +
|
|
(target ? u"instance " + GeneralUtils::ASCIIToUTF16(std::to_string(target)) : std::u16string(u"the best fit")) + u".");
|
|
RequestMigration(entity, eKind::MERGE, target, warnSeconds, seamless);
|
|
}
|
|
|
|
namespace {
|
|
std::string LiveUpdateSummary(const LiveUpdateStatus& status) {
|
|
using namespace LiveUpdate;
|
|
size_t done = 0, failed = 0;
|
|
for (const auto& unit : status.units) {
|
|
if (IsFinished(unit.state)) done++;
|
|
if (unit.state == eUnitState::FAILED) failed++;
|
|
}
|
|
std::string text = "Live update " + std::to_string(status.updateId) + ": " + PhaseName(status.phase);
|
|
if (!status.units.empty()) text += ", " + std::to_string(done) + " of " + std::to_string(status.units.size()) + " done";
|
|
if (failed) text += ", " + std::to_string(failed) + " failed";
|
|
if (!status.message.empty()) text += ". " + status.message;
|
|
return text;
|
|
}
|
|
}
|
|
|
|
void WorldMigration::LiveUpdateCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
|
const auto words = GeneralUtils::SplitString(args, ' ');
|
|
const std::string verb = words.empty() || words[0].empty() ? "status" : words[0];
|
|
LiveUpdateRequest request;
|
|
if (verb == "start") {
|
|
request.action = LiveUpdate::eAction::START;
|
|
if (words.size() > 1) {
|
|
const auto warn = GeneralUtils::TryParse<int32_t>(words[1]);
|
|
if (!warn || *warn < 0 || *warn > InstanceMigrationRequest::MAX_WARN_SECONDS) {
|
|
ChatPackets::SendSystemMessage(sysAddr, u"Usage: /liveupdate start [warn seconds, 0-300]");
|
|
return;
|
|
}
|
|
request.warnSeconds = *warn;
|
|
}
|
|
} else if (verb == "cancel") {
|
|
request.action = LiveUpdate::eAction::CANCEL;
|
|
} else if (verb == "status") {
|
|
request.action = LiveUpdate::eAction::STATUS;
|
|
} else {
|
|
ChatPackets::SendSystemMessage(sysAddr, u"Usage: /liveupdate [start [warn seconds] | cancel | status]");
|
|
return;
|
|
}
|
|
if (entity) {
|
|
request.requesterId = entity->GetObjectID();
|
|
if (auto* character = entity->GetCharacter()) request.requestedBy = character->GetName();
|
|
}
|
|
g_LiveUpdateTold.clear();
|
|
LOG("Asking master to %s a live update (requested by %s)", verb.c_str(), request.requestedBy.c_str());
|
|
MasterPackets::SendToMaster(request);
|
|
if (request.action == LiveUpdate::eAction::START) ChatPackets::SendSystemMessage(sysAddr, u"Asking master to move everything onto the binaries on disk now.");
|
|
}
|
|
|
|
void WorldMigration::HandleLiveUpdateStatus(const LiveUpdateStatus& status) {
|
|
if (status.requesterId == LWOOBJID_EMPTY) return;
|
|
auto* requester = PlayerManager::GetPlayer(status.requesterId);
|
|
if (!requester) return;
|
|
const auto text = LiveUpdateSummary(status);
|
|
if (text == g_LiveUpdateTold) return;
|
|
g_LiveUpdateTold = text;
|
|
ChatPackets::SendSystemMessage(requester->GetSystemAddress(), GeneralUtils::ASCIIToUTF16(text));
|
|
}
|