DarkflameServer/dChatServer/ChatServer.cpp
2024-12-04 03:30:14 -06:00

347 lines
12 KiB
C++

#include <iostream>
#include <string>
#include <chrono>
#include <thread>
//DLU Includes:
#include "dCommonVars.h"
#include "dServer.h"
#include "Logger.h"
#include "Database.h"
#include "dConfig.h"
#include "dChatFilter.h"
#include "Diagnostics.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "eConnectionType.h"
#include "PlayerContainer.h"
#include "ChatPacketHandler.h"
#include "MessageType/Chat.h"
#include "MessageType/World.h"
#include "ChatIgnoreList.h"
#include "StringifiedEnum.h"
#include "Game.h"
#include "Server.h"
//RakNet includes:
#include "RakNetDefines.h"
#include "MessageIdentifiers.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);
int main(int argc, char** argv) {
constexpr uint32_t chatFramerate = mediumFramerate;
constexpr uint32_t chatFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Chat");
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("ChatServer");
if (!Game::logger) return EXIT_FAILURE;
//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());
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("ChatServer");
delete Game::server;
delete Game::logger;
return EXIT_FAILURE;
}
//Find out the master's IP:
std::string masterIP;
uint32_t masterPort = 1000;
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
}
//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, ServerType::Chat, Game::config, &Game::lastSignal);
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;
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;
//In world we'd update our other systems here.
//Check for packets here:
Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
//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);
}
//Delete our objects here:
Database::Destroy("ChatServer");
delete Game::server;
delete Game::logger;
delete Game::config;
return EXIT_SUCCESS;
}
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
CINSTREAM;
inStream.SetReadOffset(BYTES_TO_BITS(1));
eConnectionType connection;
MessageType::Chat chatMessageID;
inStream.Read(connection);
if (connection != eConnectionType::CHAT) return;
inStream.Read(chatMessageID);
switch (chatMessageID) {
case MessageType::Chat::GM_MUTE:
Game::playerContainer.MuteUpdate(packet);
break;
case MessageType::Chat::CREATE_TEAM:
Game::playerContainer.CreateTeamServer(packet);
break;
case MessageType::Chat::GET_FRIENDS_LIST:
ChatPacketHandler::HandleFriendlistRequest(packet);
break;
case MessageType::Chat::GET_IGNORE_LIST:
ChatIgnoreList::GetIgnoreList(packet);
break;
case MessageType::Chat::ADD_IGNORE:
ChatIgnoreList::AddIgnore(packet);
break;
case MessageType::Chat::REMOVE_IGNORE:
ChatIgnoreList::RemoveIgnore(packet);
break;
case MessageType::Chat::TEAM_GET_STATUS:
ChatPacketHandler::HandleTeamStatusRequest(packet);
break;
case MessageType::Chat::ADD_FRIEND_REQUEST:
//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.
ChatPacketHandler::HandleFriendRequest(packet);
break;
case MessageType::Chat::ADD_FRIEND_RESPONSE:
//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.
ChatPacketHandler::HandleFriendResponse(packet);
break;
case MessageType::Chat::REMOVE_FRIEND:
ChatPacketHandler::HandleRemoveFriend(packet);
break;
case MessageType::Chat::GENERAL_CHAT_MESSAGE:
ChatPacketHandler::HandleChatMessage(packet);
break;
case MessageType::Chat::PRIVATE_CHAT_MESSAGE:
//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.
ChatPacketHandler::HandlePrivateChatMessage(packet);
break;
case MessageType::Chat::TEAM_INVITE:
ChatPacketHandler::HandleTeamInvite(packet);
break;
case MessageType::Chat::TEAM_INVITE_RESPONSE:
ChatPacketHandler::HandleTeamInviteResponse(packet);
break;
case MessageType::Chat::TEAM_LEAVE:
ChatPacketHandler::HandleTeamLeave(packet);
break;
case MessageType::Chat::TEAM_SET_LEADER:
ChatPacketHandler::HandleTeamPromote(packet);
break;
case MessageType::Chat::TEAM_KICK:
ChatPacketHandler::HandleTeamKick(packet);
break;
case MessageType::Chat::TEAM_SET_LOOT:
ChatPacketHandler::HandleTeamLootOption(packet);
break;
case MessageType::Chat::GMLEVEL_UPDATE:
ChatPacketHandler::HandleGMLevelUpdate(packet);
break;
case MessageType::Chat::LOGIN_SESSION_NOTIFY:
Game::playerContainer.InsertPlayer(packet);
break;
case MessageType::Chat::GM_ANNOUNCE:{
// we just forward this packet to every connected server
inStream.ResetReadPointer();
Game::server->Send(inStream, packet->systemAddress, true); // send to everyone except origin
}
break;
case MessageType::Chat::UNEXPECTED_DISCONNECT:
Game::playerContainer.RemovePlayer(packet);
break;
case MessageType::Chat::WHO:
ChatPacketHandler::HandleWho(packet);
break;
case MessageType::Chat::SHOW_ALL:
ChatPacketHandler::HandleShowAll(packet);
break;
case MessageType::Chat::USER_CHANNEL_CHAT_MESSAGE:
case MessageType::Chat::WORLD_DISCONNECT_REQUEST:
case MessageType::Chat::WORLD_PROXIMITY_RESPONSE:
case MessageType::Chat::WORLD_PARCEL_RESPONSE:
case MessageType::Chat::TEAM_MISSED_INVITE_CHECK:
case MessageType::Chat::GUILD_CREATE:
case MessageType::Chat::GUILD_INVITE:
case MessageType::Chat::GUILD_INVITE_RESPONSE:
case MessageType::Chat::GUILD_LEAVE:
case MessageType::Chat::GUILD_KICK:
case MessageType::Chat::GUILD_GET_STATUS:
case MessageType::Chat::GUILD_GET_ALL:
case MessageType::Chat::BLUEPRINT_MODERATED:
case MessageType::Chat::BLUEPRINT_MODEL_READY:
case MessageType::Chat::PROPERTY_READY_FOR_APPROVAL:
case MessageType::Chat::PROPERTY_MODERATION_CHANGED:
case MessageType::Chat::PROPERTY_BUILDMODE_CHANGED:
case MessageType::Chat::PROPERTY_BUILDMODE_CHANGED_REPORT:
case MessageType::Chat::MAIL:
case MessageType::Chat::WORLD_INSTANCE_LOCATION_REQUEST:
case MessageType::Chat::REPUTATION_UPDATE:
case MessageType::Chat::SEND_CANNED_TEXT:
case MessageType::Chat::CHARACTER_NAME_CHANGE_REQUEST:
case MessageType::Chat::CSR_REQUEST:
case MessageType::Chat::CSR_REPLY:
case MessageType::Chat::GM_KICK:
case MessageType::Chat::WORLD_ROUTE_PACKET:
case MessageType::Chat::GET_ZONE_POPULATIONS:
case MessageType::Chat::REQUEST_MINIMUM_CHAT_MODE:
case MessageType::Chat::MATCH_REQUEST:
case MessageType::Chat::UGCMANIFEST_REPORT_MISSING_FILE:
case MessageType::Chat::UGCMANIFEST_REPORT_DONE_FILE:
case MessageType::Chat::UGCMANIFEST_REPORT_DONE_BLUEPRINT:
case MessageType::Chat::UGCC_REQUEST:
case MessageType::Chat::WORLD_PLAYERS_PET_MODERATED_ACKNOWLEDGE:
case MessageType::Chat::ACHIEVEMENT_NOTIFY:
case MessageType::Chat::GM_CLOSE_PRIVATE_CHAT_WINDOW:
case MessageType::Chat::PLAYER_READY:
case MessageType::Chat::GET_DONATION_TOTAL:
case MessageType::Chat::UPDATE_DONATION:
case MessageType::Chat::PRG_CSR_COMMAND:
case MessageType::Chat::HEARTBEAT_REQUEST_FROM_WORLD:
case MessageType::Chat::UPDATE_FREE_TRIAL_STATUS:
LOG("Unhandled CHAT Message id: %s (%i)", StringifiedEnum::ToString(chatMessageID).data(), chatMessageID);
break;
default:
LOG("Unknown CHAT Message id: %i", chatMessageID);
}
}