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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>
416 lines
17 KiB
C++
416 lines
17 KiB
C++
#include "WorldMigration.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 "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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// Players who are dead or building wait this long to finish before they go anyway
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constexpr float MAX_WAIT_SECONDS = 15.0f;
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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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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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void WriteWString(RakNet::BitStream& bitStream, const std::u16string& text) {
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bitStream.Write<uint32_t>(text.size());
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for (const auto character : text) bitStream.Write<uint16_t>(character);
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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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const auto& sysAddr = player->GetSystemAddress();
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CBITSTREAM;
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CMSGHEADER;
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bitStream.Write(player->GetObjectID());
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bitStream.Write(MessageType::Game::LOCALIZED_ANNOUNCEMENT_SERVER_TO_SINGLE_CLIENT);
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bitStream.Write<uint32_t>(0); // body parameters (LDF), none
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bitStream.Write(false); // force open chat box
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bitStream.Write(true); // show the announcement
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bitStream.Write(true); // and put the text in chat
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WriteWString(bitStream, body);
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WriteWString(bitStream, title);
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bitStream.Write<uint32_t>(0); // title parameters (LDF), none
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SEND_PACKET;
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}
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uint16_t Remaining() {
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uint16_t remaining = 0;
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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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// 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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// 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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// 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, MAX_WAIT_SECONDS);
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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_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::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_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);
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if (state.petItemId != LWOOBJID_EMPTY) {
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auto* inventory = player->GetComponent<InventoryComponent>();
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auto* item = inventory ? inventory->FindItemById(state.petItemId) : nullptr;
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if (item) inventory->SpawnPet(item);
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}
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}
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void WorldMigration::HandleStatus(const MigrationStatus& status) {
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if (status.requesterId == LWOOBJID_EMPTY) return;
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auto* requester = PlayerManager::GetPlayer(status.requesterId);
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if (!requester) return;
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// Each change of state once, not every progress report
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const auto told = g_ToldRequester.find(status.migrationId);
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if (told != g_ToldRequester.end() && told->second == status.state) return;
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g_ToldRequester[status.migrationId] = status.state;
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if (status.Finished()) g_ToldRequester.erase(status.migrationId);
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std::string text = "Instance " + std::string(KindName(status.kind)) + " (zone " + std::to_string(status.zoneId) + " instance " +
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std::to_string(status.sourceInstance) + (status.targetInstance ? " -> " + std::to_string(status.targetInstance) : std::string()) + "): " + StateName(status.state);
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if (status.moved || status.failed) text += ", " + std::to_string(status.moved) + " moved, " + std::to_string(status.failed) + " failed";
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if (!status.message.empty()) text += ". " + status.message;
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ChatPackets::SendSystemMessage(requester->GetSystemAddress(), GeneralUtils::ASCIIToUTF16(text));
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}
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void WorldMigration::RequestMigration(Entity* requester, eKind kind, uint32_t targetInstance, uint16_t warnSeconds, bool seamless) {
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static uint32_t nextId = static_cast<uint32_t>(std::time(nullptr));
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InstanceMigrationRequest request;
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// Different worlds may ask at the same time; master keys migrations by this
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request.requestId = (++nextId << 8) ^ static_cast<uint32_t>(Game::server->GetInstanceID());
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request.kind = kind;
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request.zoneId = Game::server->GetZoneID();
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request.sourceInstance = Game::server->GetInstanceID();
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request.targetInstance = kind == eKind::MERGE ? targetInstance : 0;
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request.warnSeconds = std::min(warnSeconds, InstanceMigrationRequest::MAX_WARN_SECONDS);
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request.seamless = seamless;
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if (requester) {
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request.requesterId = requester->GetObjectID();
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if (auto* character = requester->GetCharacter()) request.requestedBy = character->GetName();
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}
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LOG("Asking master to %s this instance (migration %u, requested by %s)", KindName(kind), request.requestId, request.requestedBy.c_str());
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MasterPackets::SendToMaster(request);
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}
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namespace {
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// [warn seconds] [seamless] from the words after the first `skip`
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bool ParseMoveOptions(const std::vector<std::string>& words, size_t skip, uint16_t& warnSeconds, bool& seamless) {
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warnSeconds = 10;
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seamless = false;
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if (words.size() > skip) {
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const auto warn = GeneralUtils::TryParse<uint16_t>(words[skip]);
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if (!warn || *warn > InstanceMigrationRequest::MAX_WARN_SECONDS) return false;
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warnSeconds = *warn;
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}
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if (words.size() > skip + 1) {
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if (words[skip + 1] != "seamless") return false;
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seamless = true;
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}
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return true;
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}
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}
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void WorldMigration::ReplaceInstanceCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
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const auto words = GeneralUtils::SplitString(args, ' ');
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uint16_t warnSeconds{};
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bool seamless{};
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if (!ParseMoveOptions(words, words.size() == 1 && words[0].empty() ? 1 : 0, warnSeconds, seamless)) {
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ChatPackets::SendSystemMessage(sysAddr, u"Usage: /replaceinstance [warn seconds, 0-300] [seamless]");
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return;
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}
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ChatPackets::SendSystemMessage(sysAddr, u"Asking master to replace this instance with a fresh one.");
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RequestMigration(entity, eKind::REPLACE, 0, warnSeconds, seamless);
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}
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void WorldMigration::MergeInstanceCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
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const auto words = GeneralUtils::SplitString(args, ' ');
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uint32_t target = 0;
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if (!words.empty() && !words[0].empty()) {
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const auto parsed = GeneralUtils::TryParse<uint32_t>(words[0]);
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if (!parsed) {
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ChatPackets::SendSystemMessage(sysAddr, u"Usage: /mergeinstance [target instance, 0 for the best fit] [warn seconds, 0-300] [seamless]");
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return;
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}
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target = *parsed;
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|
}
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|
uint16_t warnSeconds{};
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|
bool seamless{};
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if (!ParseMoveOptions(words, 1, warnSeconds, seamless)) {
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|
ChatPackets::SendSystemMessage(sysAddr, u"Usage: /mergeinstance [target instance, 0 for the best fit] [warn seconds, 0-300] [seamless]");
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|
return;
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|
}
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|
if (target == static_cast<uint32_t>(Game::server->GetInstanceID())) {
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|
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(Describe(eRefusal::TARGET_IS_SOURCE)));
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|
return;
|
|
}
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|
ChatPackets::SendSystemMessage(sysAddr, u"Asking master to merge this instance into " +
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|
(target ? u"instance " + GeneralUtils::ASCIIToUTF16(std::to_string(target)) : std::u16string(u"the best fit")) + u".");
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|
RequestMigration(entity, eKind::MERGE, target, warnSeconds, seamless);
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|
}
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