DarkflameServer/dWorldServer/WorldServer.cpp
TheMatt2 3de3932503 Comply with Xiphoseer required changes.
Remove the CDClientDatabase::ExecuteQueryWithArgs() function and replace 
it with CDClientDatabase::CreatePreppedStmt().

This prevents a developer from accidently using %s, or incorrectly 
passing std::string, and causing a silent error.
2022-01-12 22:48:27 -05:00

1319 lines
40 KiB
C++

#include <iostream>
#include <string>
#include <ctime>
#include <chrono>
#include <thread>
#include "MD5.h"
//DLU Includes:
#include "dCommonVars.h"
#include "dServer.h"
#include "dLogger.h"
#include "Database.h"
#include "dConfig.h"
#include "dpWorld.h"
#include "dZoneManager.h"
#include "Metrics.hpp"
#include "PerformanceManager.h"
#include "Diagnostics.h"
//RakNet includes:
#include "RakNetDefines.h"
#include "RakNetworkFactory.h"
#include "RakString.h"
//World includes:
#include <csignal>
#include "AuthPackets.h"
#include "PacketUtils.h"
#include "WorldPackets.h"
#include "UserManager.h"
#include "dMessageIdentifiers.h"
#include "CDClientManager.h"
#include "CDClientDatabase.h"
#include "GeneralUtils.h"
#include "ObjectIDManager.h"
#include "ZoneInstanceManager.h"
#include "dChatFilter.h"
#include "ClientPackets.h"
#include "CharacterComponent.h"
#include "EntityManager.h"
#include "Entity.h"
#include "Character.h"
#include "ChatPackets.h"
#include "GameMessageHandler.h"
#include "GameMessages.h"
#include "Mail.h"
#include "dLocale.h"
#include "TeamManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "MasterPackets.h"
#include "Player.h"
#include "PropertyManagementComponent.h"
#include "ZCompression.h"
namespace Game {
dLogger* logger;
dServer* server;
dZoneManager* zoneManager;
dpWorld* physicsWorld;
dChatFilter* chatFilter;
dConfig* config;
dLocale* locale;
std::mt19937 randomEngine;
RakPeerInterface* chatServer;
SystemAddress chatSysAddr;
}
bool chatDisabled = false;
bool chatConnected = false;
bool worldShutdownSequenceStarted = false;
bool worldShutdownSequenceComplete = false;
void WorldShutdownSequence();
dLogger* SetupLogger(int zoneID, int instanceID);
void HandlePacketChat(Packet* packet);
void HandlePacket(Packet* packet);
struct tempSessionInfo {
SystemAddress sysAddr;
std::string hash;
};
std::map<std::string, tempSessionInfo> m_PendingUsers;
int instanceID = 0;
int g_CloneID = 0;
std::string databaseChecksum = "";
int main(int argc, char** argv) {
Diagnostics::SetProcessName("World");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
// Triggers the shutdown sequence at application exit
std::atexit(WorldShutdownSequence);
signal(SIGINT, [](int)
{
WorldShutdownSequence();
});
int zoneID = 1000;
int cloneID = 0;
int maxClients = 8;
int ourPort = 2007;
//Check our arguments:
for (int i = 0; i < argc; ++i) {
std::string argument(argv[i]);
if (argument == "-zone") zoneID = atoi(argv[i + 1]);
if (argument == "-instance") instanceID = atoi(argv[i + 1]);
if (argument == "-clone") cloneID = atoi(argv[i + 1]);
if (argument == "-maxclients") maxClients = atoi(argv[i + 1]);
if (argument == "-port") ourPort = atoi(argv[i + 1]);
}
//Create all the objects we need to run our service:
Game::logger = SetupLogger(zoneID, instanceID);
if (!Game::logger) return 0;
Game::logger->SetLogToConsole(true); //We want this info to always be logged.
Game::logger->Log("WorldServer", "Starting World server...\n");
Game::logger->Log("WorldServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("WorldServer", "Compiled on: %s\n", __TIMESTAMP__);
#ifndef _DEBUG
Game::logger->SetLogToConsole(false); //By default, turn it back off if not in debug.
#endif
//Read our config:
dConfig config("worldconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
if (config.GetValue("disable_chat") == "1") chatDisabled = true;
// Connect to CDClient
try {
CDClientDatabase::Connect("./res/CDServer.sqlite");
} catch (CppSQLite3Exception& e) {
Game::logger->Log("WorldServer", "Unable to connect to CDServer SQLite Database\n");
Game::logger->Log("WorldServer", "Error: %s\n", e.errorMessage());
Game::logger->Log("WorldServer", "Error Code: %i\n", e.errorCode());
return -1;
}
CDClientManager::Instance()->Initialize();
//Connect to the MySQL Database
std::string mysql_host = config.GetValue("mysql_host");
std::string mysql_database = config.GetValue("mysql_database");
std::string mysql_username = config.GetValue("mysql_username");
std::string mysql_password = config.GetValue("mysql_password");
Diagnostics::SetProduceMemoryDump(config.GetValue("generate_dump") == "1");
if (!config.GetValue("dump_folder").empty())
{
Diagnostics::SetOutDirectory(config.GetValue("dump_folder"));
}
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
} catch (sql::SQLException& ex) {
Game::logger->Log("WorldServer", "Got an error while connecting to the database: %s\n", ex.what());
return 0;
}
//Find out the master's IP:
std::string masterIP = "localhost";
int masterPort = 1000;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
ObjectIDManager::Instance()->Initialize();
UserManager::Instance()->Initialize();
LootGenerator::Instance();
Game::chatFilter = new dChatFilter("./res/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, zoneID);
//Connect to the chat server:
int chatPort = 1501;
if (config.GetValue("chat_server_port") != "") chatPort = std::atoi(config.GetValue("chat_server_port").c_str());
auto chatSock = SocketDescriptor(uint16_t(ourPort + 2), 0);
Game::chatServer = RakNetworkFactory::GetRakPeerInterface();
Game::chatServer->Startup(1, 30, &chatSock, 1);
Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
//Set up other things:
Game::randomEngine = std::mt19937(time(0));
Game::locale = new dLocale();
//Run it until server gets a kill message from Master:
auto lastTime = std::chrono::high_resolution_clock::now();
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceChatDisconnect = 0;
int framesSinceLastUsersSave = 0;
int framesSinceLastSQLPing = 0;
int framesSinceLastUser = 0;
const float maxPacketProcessingTime = 1.5f; //0.015f;
const int maxPacketsToProcess = 1024;
bool ready = false;
int framesSinceMasterStatus = 0;
int framesSinceShutdownSequence = 0;
int currentFramerate = highFrameRate;
int physicsFramerate = highFrameRate;
int physicsStepRate = 0;
int physicsStepCount = 0;
int ghostingStepCount = 0;
auto ghostingLastTime = std::chrono::high_resolution_clock::now();
PerformanceManager::SelectProfile(zoneID);
//Load our level:
if (zoneID != 0) {
dpWorld::Instance().Initialize(zoneID);
Game::physicsWorld = &dpWorld::Instance(); //just in case some old code references it
dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
g_CloneID = cloneID;
// pre calculate the FDB checksum
if (Game::config->GetValue("check_fdb") == "1") {
std::ifstream fileStream;
static const std::vector<std::string> aliases = {
"res/CDServers.fdb",
"res/cdserver.fdb",
"res/CDClient.fdb",
"res/cdclient.fdb",
};
for (const auto& file : aliases) {
fileStream.open(file, std::ios::binary | std::ios::in);
if (fileStream.is_open()) {
break;
}
}
const int bufferSize = 1024;
MD5* md5 = new MD5();
char fileStreamBuffer[1024] = {};
while (!fileStream.eof()) {
memset(fileStreamBuffer, 0, bufferSize);
fileStream.read(fileStreamBuffer, bufferSize);
md5->update(fileStreamBuffer, fileStream.gcount());
}
fileStream.close();
const char* nullTerminateBuffer = "\0";
md5->update(nullTerminateBuffer, 1); // null terminate the data
md5->finalize();
databaseChecksum = md5->hexdigest();
delete md5;
Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s\n", databaseChecksum.c_str());
}
}
while (true) {
Metrics::StartMeasurement(MetricVariable::Frame);
Metrics::StartMeasurement(MetricVariable::GameLoop);
std::clock_t metricCPUTimeStart = std::clock();
const auto currentTime = std::chrono::high_resolution_clock::now();
float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
lastTime = currentTime;
const auto occupied = UserManager::Instance()->GetUserCount() != 0;
if (!ready)
{
currentFramerate = highFrameRate;
}
else
{
currentFramerate = PerformanceManager::GetServerFramerate();
}
physicsFramerate = PerformanceManager::GetPhysicsFramerate();
physicsStepRate = PerformanceManager::GetPhysicsStepRate();
//Warning if we ran slow
if (deltaTime > currentFramerate) {
Game::logger->Log("WorldServer", "We're running behind, dT: %f > %f (framerate)\n", deltaTime, currentFramerate);
}
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= 30) {
worldShutdownSequenceStarted = true;
}
}
else framesSinceMasterDisconnect = 0;
// Check if we're still connected to chat:
if (!chatConnected) {
framesSinceChatDisconnect++;
// Attempt to reconnect every 30 seconds.
if (framesSinceChatDisconnect >= 2000) {
framesSinceChatDisconnect = 0;
Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
}
}
else framesSinceChatDisconnect = 0;
//In world we'd update our other systems here.
if (zoneID != 0 && deltaTime > 0.0f) {
Metrics::StartMeasurement(MetricVariable::Physics);
if (physicsStepCount++ >= physicsStepRate) {
dpWorld::Instance().StepWorld(deltaTime);
physicsStepCount = 0;
}
Metrics::EndMeasurement(MetricVariable::Physics);
Metrics::StartMeasurement(MetricVariable::UpdateEntities);
EntityManager::Instance()->UpdateEntities(deltaTime);
Metrics::EndMeasurement(MetricVariable::UpdateEntities);
Metrics::StartMeasurement(MetricVariable::Ghosting);
if (std::chrono::duration<float>(currentTime - ghostingLastTime).count() >= 1.0f) {
EntityManager::Instance()->UpdateGhosting();
ghostingLastTime = currentTime;
}
Metrics::EndMeasurement(MetricVariable::Ghosting);
Metrics::StartMeasurement(MetricVariable::UpdateSpawners);
dZoneManager::Instance()->Update(deltaTime);
Metrics::EndMeasurement(MetricVariable::UpdateSpawners);
}
Metrics::StartMeasurement(MetricVariable::PacketHandling);
//Check for packets here:
packet = Game::server->ReceiveFromMaster();
if (packet) { //We can get messages not handle-able by the dServer class, so handle them if we returned anything.
HandlePacket(packet);
Game::server->DeallocateMasterPacket(packet);
}
//Handle our chat packets:
packet = Game::chatServer->Receive();
if (packet) {
HandlePacketChat(packet);
Game::chatServer->DeallocatePacket(packet);
}
//Handle world-specific packets:
float timeSpent = 0.0f;
UserManager::Instance()->DeletePendingRemovals();
auto t1 = std::chrono::high_resolution_clock::now();
for (int curPacket = 0; curPacket < maxPacketsToProcess && timeSpent < maxPacketProcessingTime; curPacket++) {
packet = Game::server->Receive();
if (packet) {
auto t1 = std::chrono::high_resolution_clock::now();
HandlePacket(packet);
auto t2 = std::chrono::high_resolution_clock::now();
timeSpent += std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1).count();
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
else {
break;
}
}
Metrics::EndMeasurement(MetricVariable::PacketHandling);
Metrics::StartMeasurement(MetricVariable::UpdateReplica);
//Update our replica objects:
Game::server->UpdateReplica();
Metrics::EndMeasurement(MetricVariable::UpdateReplica);
//Push our log every 15s:
if (framesSinceLastFlush >= 1000) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
if (zoneID != 0 && !occupied)
{
framesSinceLastUser++;
//If we haven't had any players for a while, time out and shut down:
if (framesSinceLastUser == (cloneID != 0 ? 4000 : 40000))
{
worldShutdownSequenceStarted = true;
}
}
else
{
framesSinceLastUser = 0;
}
//Save all connected users every 10 minutes:
if (framesSinceLastUsersSave >= 40000 && zoneID != 0) {
UserManager::Instance()->SaveAllActiveCharacters();
framesSinceLastUsersSave = 0;
if (PropertyManagementComponent::Instance() != nullptr) {
PropertyManagementComponent::Instance()->Save();
}
}
else framesSinceLastUsersSave++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= 40000) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
int masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
framesSinceLastSQLPing = 0;
}
else framesSinceLastSQLPing++;
Metrics::EndMeasurement(MetricVariable::GameLoop);
Metrics::StartMeasurement(MetricVariable::Sleep);
t += std::chrono::milliseconds(currentFramerate);
std::this_thread::sleep_until(t);
Metrics::EndMeasurement(MetricVariable::Sleep);
if (!ready && Game::server->GetIsConnectedToMaster())
{
// Some delay is required here or else we crash the client?
framesSinceMasterStatus++;
if (framesSinceMasterStatus >= 200)
{
Game::logger->Log("WorldServer", "Finished loading world with zone (%i), ready up!\n", Game::server->GetZoneID());
MasterPackets::SendWorldReady(Game::server, Game::server->GetZoneID(), Game::server->GetInstanceID());
ready = true;
}
}
if (worldShutdownSequenceStarted && !worldShutdownSequenceComplete)
{
if (framesSinceShutdownSequence == 0) {
ChatPackets::SendSystemMessage(UNASSIGNED_SYSTEM_ADDRESS, u"Server shutting down...", true);
for (auto i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i)
{
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
auto* entity = Player::GetPlayer(player);
if (entity != nullptr && entity->GetCharacter() != nullptr)
{
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent != nullptr)
{
skillComponent->Reset();
}
entity->GetCharacter()->SaveXMLToDatabase();
}
}
if (PropertyManagementComponent::Instance() != nullptr) {
ChatPackets::SendSystemMessage(UNASSIGNED_SYSTEM_ADDRESS, u"Property data saved...", true);
PropertyManagementComponent::Instance()->Save();
}
ChatPackets::SendSystemMessage(UNASSIGNED_SYSTEM_ADDRESS, u"Character data saved...", true);
}
framesSinceShutdownSequence++;
if (framesSinceShutdownSequence == 100)
{
while (Game::server->GetReplicaManager()->GetParticipantCount() > 0)
{
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(0);
Game::server->Disconnect(player, SERVER_DISCON_KICK);
}
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SHUTDOWN_RESPONSE);
Game::server->SendToMaster(&bitStream);
}
if (framesSinceShutdownSequence == 300)
{
break;
}
}
Metrics::AddMeasurement(MetricVariable::CPUTime, (1e6 * (1000.0 * (std::clock() - metricCPUTimeStart))) / CLOCKS_PER_SEC);
Metrics::EndMeasurement(MetricVariable::Frame);
}
//Delete our objects here:
if (Game::physicsWorld) Game::physicsWorld = nullptr;
if (Game::zoneManager) delete Game::zoneManager;
Game::logger->Log("WorldServer", "Shutdown complete, zone (%i), instance (%i)\n", Game::server->GetZoneID(), instanceID);
Metrics::Clear();
Database::Destroy();
delete Game::chatFilter;
delete Game::server;
delete Game::logger;
worldShutdownSequenceComplete = true;
exit(0);
}
dLogger * SetupLogger(int zoneID, int instanceID) {
std::string logPath = "./logs/WorldServer_" + std::to_string(zoneID) + "_" + std::to_string(instanceID) + "_" + std::to_string(time(nullptr)) + ".log";
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG
logToConsole = true;
logDebugStatements = true;
#endif
return new dLogger(logPath, logToConsole, logDebugStatements);
}
void HandlePacketChat(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
Game::logger->Log("WorldServer", "Lost our connection to chat, zone(%i), instance(%i)\n", Game::server->GetZoneID(), Game::server->GetInstanceID());
chatConnected = false;
}
if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) {
Game::logger->Log("WorldServer", "Established connection to chat, zone(%i), instance (%i)\n",Game::server -> GetZoneID(), Game::server -> GetInstanceID());
Game::chatSysAddr = packet->systemAddress;
chatConnected = true;
}
if (packet->data[0] == ID_USER_PACKET_ENUM) {
if (packet->data[1] == CHAT_INTERNAL) {
switch (packet->data[3]) {
case MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER: {
CINSTREAM;
LWOOBJID playerID;
inStream.Read(playerID);
inStream.Read(playerID);
auto player = EntityManager::Instance()->GetEntity(playerID);
if (!player) return;
auto sysAddr = player->GetSystemAddress();
//Write our stream outwards:
CBITSTREAM;
for (int i = 0; i < inStream.GetNumberOfBytesUsed(); i++) {
bitStream.Write(packet->data[i + 16]); //16 bytes == header + playerID to skip
}
SEND_PACKET; //send routed packet to player
break;
}
case MSG_CHAT_INTERNAL_ANNOUNCEMENT: {
CINSTREAM;
LWOOBJID header;
inStream.Read(header);
RakNet::RakString title;
RakNet::RakString msg;
inStream.Read(title);
inStream.Read(msg);
//Send to our clients:
AMFArrayValue args;
auto* titleValue = new AMFStringValue();
titleValue->SetStringValue(title.C_String());
auto* messageValue = new AMFStringValue();
messageValue->SetStringValue(msg.C_String());
args.InsertValue("title", titleValue);
args.InsertValue("message", messageValue);
GameMessages::SendUIMessageServerToAllClients("ToggleAnnounce", &args);
delete titleValue;
delete messageValue;
titleValue = nullptr;
messageValue = nullptr;
break;
}
case MSG_CHAT_INTERNAL_MUTE_UPDATE: {
CINSTREAM;
LWOOBJID playerId;
time_t expire = 0;
inStream.Read(playerId);
inStream.Read(playerId);
inStream.Read(expire);
auto* entity = EntityManager::Instance()->GetEntity(playerId);
if (entity != nullptr)
{
entity->GetParentUser()->SetMuteExpire(expire);
entity->GetCharacter()->SendMuteNotice();
}
break;
}
case MSG_CHAT_INTERNAL_TEAM_UPDATE: {
CINSTREAM;
LWOOBJID header;
inStream.Read(header);
LWOOBJID teamID = 0;
char lootOption = 0;
char memberCount = 0;
std::vector<LWOOBJID> members;
inStream.Read(teamID);
bool deleteTeam = inStream.ReadBit();
if (deleteTeam)
{
TeamManager::Instance()->DeleteTeam(teamID);
Game::logger->Log("WorldServer", "Deleting team (%llu)\n", teamID);
break;
}
inStream.Read(lootOption);
inStream.Read(memberCount);
Game::logger->Log("WorldServer", "Updating team (%llu), (%i), (%i)\n", teamID, lootOption, memberCount);
for (char i = 0; i < memberCount; i++)
{
LWOOBJID member = LWOOBJID_EMPTY;
inStream.Read(member);
members.push_back(member);
Game::logger->Log("WorldServer", "Updating team member (%llu)\n", member);
}
TeamManager::Instance()->UpdateTeam(teamID, lootOption, members);
break;
}
default:
Game::logger->Log("WorldServer", "Received an unknown chat internal: %i\n", int(packet->data[3]));
}
}
}
}
void HandlePacket(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
auto c = user->GetLastUsedChar();
if (!c) {
UserManager::Instance()->DeleteUser(packet->systemAddress);
return;
}
auto* entity = EntityManager::Instance()->GetEntity(c->GetObjectID());
if (!entity)
{
entity = Player::GetPlayer(packet->systemAddress);
}
if (entity) {
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent != nullptr)
{
skillComponent->Reset();
}
entity->GetCharacter()->SaveXMLToDatabase();
Game::logger->Log("WorldServer", "Deleting player %llu\n", entity->GetObjectID());
EntityManager::Instance()->DestroyEntity(entity);
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_PLAYER_REMOVED_NOTIFICATION);
bitStream.Write(c->GetObjectID());
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
UserManager::Instance()->DeleteUser(packet->systemAddress);
if (PropertyManagementComponent::Instance() != nullptr) {
PropertyManagementComponent::Instance()->Save();
}
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_PLAYER_REMOVED);
bitStream.Write((LWOMAPID)Game::server->GetZoneID());
bitStream.Write((LWOINSTANCEID)instanceID);
Game::server->SendToMaster(&bitStream);
}
if (packet->data[0] != ID_USER_PACKET_ENUM) return;
if (packet->data[1] == SERVER) {
if (packet->data[3] == MSG_SERVER_VERSION_CONFIRM) {
AuthPackets::HandleHandshake(Game::server, packet);
}
}
if (packet->data[1] == MASTER) {
switch (packet->data[3]) {
case MSG_MASTER_REQUEST_PERSISTENT_ID_RESPONSE: {
uint64_t requestID = PacketUtils::ReadPacketU64(8, packet);
uint32_t objectID = PacketUtils::ReadPacketU32(16, packet);
ObjectIDManager::Instance()->HandleRequestPersistentIDResponse(requestID, objectID);
break;
}
case MSG_MASTER_REQUEST_ZONE_TRANSFER_RESPONSE: {
uint64_t requestID = PacketUtils::ReadPacketU64(8, packet);
ZoneInstanceManager::Instance()->HandleRequestZoneTransferResponse(requestID, packet);
break;
}
case MSG_MASTER_SESSION_KEY_RESPONSE: {
//Read our session key and to which user it belongs:
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t sessionKey = 0;
std::string username;
inStream.Read(sessionKey);
username = PacketUtils::ReadString(12, packet, false);
//Find them:
auto it = m_PendingUsers.find(username);
if (it == m_PendingUsers.end()) return;
//Convert our key:
std::string userHash = std::to_string(sessionKey);
userHash = md5(userHash);
//Verify it:
if (userHash != it->second.hash) {
Game::logger->Log("WorldServer", "SOMEONE IS TRYING TO HACK? SESSION KEY MISMATCH: ours: %s != master: %s\n", userHash.c_str(), it->second.hash.c_str());
Game::server->Disconnect(it->second.sysAddr, SERVER_DISCON_INVALID_SESSION_KEY);
return;
}
else {
Game::logger->Log("WorldServer", "User %s authenticated with correct key.\n", username.c_str());
UserManager::Instance()->DeleteUser(packet->systemAddress);
//Create our user and send them in:
UserManager::Instance()->CreateUser(it->second.sysAddr, username, userHash);
auto zone = dZoneManager::Instance()->GetZone();
if (zone) {
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
if (zone->GetZoneID().GetMapID() == 1100) {
auto pos = zone->GetSpawnPos();
x = pos.x;
y = pos.y;
z = pos.z;
}
WorldPackets::SendLoadStaticZone(it->second.sysAddr, x, y, z, zone->GetChecksum());
}
if (Game::server->GetZoneID() == 0) {
//Since doing this reroute breaks the client's request, we have to call this manually.
UserManager::Instance()->RequestCharacterList(it->second.sysAddr);
}
m_PendingUsers.erase(username);
//Notify master:
{
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_PLAYER_ADDED);
bitStream.Write((LWOMAPID)Game::server->GetZoneID());
bitStream.Write((LWOINSTANCEID)instanceID);
Game::server->SendToMaster(&bitStream);
}
}
break;
}
case MSG_MASTER_AFFIRM_TRANSFER_REQUEST: {
const uint64_t requestID = PacketUtils::ReadPacketU64(8, packet);
Game::logger->Log("MasterServer", "Got affirmation request of transfer %llu\n", requestID);
CBITSTREAM
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_AFFIRM_TRANSFER_RESPONSE);
bitStream.Write(requestID);
Game::server->SendToMaster(&bitStream);
break;
}
case MSG_MASTER_SHUTDOWN: {
worldShutdownSequenceStarted = true;
Game::logger->Log("WorldServer", "Got shutdown request from master, zone (%i), instance (%i)\n", Game::server->GetZoneID(), Game::server->GetInstanceID());
break;
}
case MSG_MASTER_NEW_SESSION_ALERT: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t sessionKey = inStream.Read(sessionKey);
RakNet::RakString username;
inStream.Read(username);
//Find them:
User* user = UserManager::Instance()->GetUser(username.C_String());
if (!user) {
Game::logger->Log("WorldServer", "Got new session alert for user %s, but they're not logged in.\n", username.C_String());
return;
}
//Check the key:
if (sessionKey != std::atoi(user->GetSessionKey().c_str())) {
Game::logger->Log("WorldServer", "Got new session alert for user %s, but the session key is invalid.\n", username.C_String());
Game::server->Disconnect(user->GetSystemAddress(), SERVER_DISCON_INVALID_SESSION_KEY);
return;
}
break;
}
default:
Game::logger->Log("WorldServer", "Unknown packet ID from master %i\n", int(packet->data[3]));
}
return;
}
if (packet->data[1] != WORLD) return;
switch (packet->data[3]) {
case MSG_WORLD_CLIENT_VALIDATION: {
std::string username = PacketUtils::ReadString(0x08, packet, true);
std::string sessionKey = PacketUtils::ReadString(74, packet, true);
std::string clientDatabaseChecksum = PacketUtils::ReadString(packet->length - 33, packet, false);
// sometimes client puts a null terminator at the end of the checksum and sometimes doesn't, weird
clientDatabaseChecksum = clientDatabaseChecksum.substr(0, 32);
// If the check is turned on, validate the client's database checksum.
if (Game::config->GetValue("check_fdb") == "1" && !databaseChecksum.empty()) {
uint32_t gmLevel = 0;
auto* stmt = Database::CreatePreppedStmt("SELECT gm_level FROM accounts WHERE name=? LIMIT 1;");
stmt->setString(1, username.c_str());
auto* res = stmt->executeQuery();
while (res->next()) {
gmLevel = res->getInt(1);
}
delete stmt;
delete res;
// Developers may skip this check
if (gmLevel < 8 && clientDatabaseChecksum != databaseChecksum) {
Game::logger->Log("WorldServer", "Client's database checksum does not match the server's, aborting connection.\n");
Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_KICK);
return;
}
}
//Request the session info from Master:
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_REQUEST_SESSION_KEY);
PacketUtils::WriteString(bitStream, username, 64);
Game::server->SendToMaster(&bitStream);
//Insert info into our pending list
tempSessionInfo info;
info.sysAddr = SystemAddress(packet->systemAddress);
info.hash = sessionKey;
m_PendingUsers.insert(std::make_pair(username, info));
break;
}
case MSG_WORLD_CLIENT_CHARACTER_LIST_REQUEST: {
//We need to delete the entity first, otherwise the char list could delete it while it exists in the world!
if (Game::server->GetZoneID() != 0) {
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
EntityManager::Instance()->DestroyEntity(user->GetLastUsedChar()->GetEntity());
}
//This loops prevents users who aren't authenticated to double-request the char list, which
//would make the login screen freeze sometimes.
if (m_PendingUsers.size() > 0) {
for (auto it : m_PendingUsers) {
if (it.second.sysAddr == packet->systemAddress) {
return;
}
}
}
UserManager::Instance()->RequestCharacterList(packet->systemAddress);
break;
}
case MSG_WORLD_CLIENT_GAME_MSG: {
RakNet::BitStream bitStream(packet->data, packet->length, false);
uint64_t header;
LWOOBJID objectID;
uint16_t messageID;
bitStream.Read(header);
bitStream.Read(objectID);
bitStream.Read(messageID);
RakNet::BitStream dataStream;
bitStream.Read(dataStream, bitStream.GetNumberOfUnreadBits());
GameMessageHandler::HandleMessage(&dataStream, packet->systemAddress, objectID, GAME_MSG(messageID));
break;
}
case MSG_WORLD_CLIENT_CHARACTER_CREATE_REQUEST: {
UserManager::Instance()->CreateCharacter(packet->systemAddress, packet);
break;
}
case MSG_WORLD_CLIENT_LOGIN_REQUEST: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOOBJID playerID = 0;
inStream.Read(playerID);
playerID = GeneralUtils::ClearBit(playerID, OBJECT_BIT_CHARACTER);
playerID = GeneralUtils::ClearBit(playerID, OBJECT_BIT_PERSISTENT);
UserManager::Instance()->LoginCharacter(packet->systemAddress, static_cast<uint32_t>(playerID));
break;
}
case MSG_WORLD_CLIENT_CHARACTER_DELETE_REQUEST: {
UserManager::Instance()->DeleteCharacter(packet->systemAddress, packet);
UserManager::Instance()->RequestCharacterList(packet->systemAddress);
break;
}
case MSG_WORLD_CLIENT_CHARACTER_RENAME_REQUEST: {
UserManager::Instance()->RenameCharacter(packet->systemAddress, packet);
break;
}
case MSG_WORLD_CLIENT_LEVEL_LOAD_COMPLETE: {
Game::logger->Log("WorldServer", "Received level load complete from user.\n");
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
Character* c = user->GetLastUsedChar();
if (c != nullptr) {
std::u16string username = GeneralUtils::ASCIIToUTF16(c->GetName());
WorldPackets::SendCreateCharacter(packet->systemAddress, c->GetObjectID(), c->GetXMLData(), username, c->GetGMLevel());
WorldPackets::SendServerState(packet->systemAddress);
Game::server->GetReplicaManager()->AddParticipant(packet->systemAddress);
EntityInfo info {};
info.lot = 1;
Entity* player = EntityManager::Instance()->CreateEntity(info, UserManager::Instance()->GetUser(packet->systemAddress));
const auto respawnPoint = player->GetCharacter()->GetRespawnPoint(dZoneManager::Instance()->GetZone()->GetWorldID());
EntityManager::Instance()->ConstructEntity(player, UNASSIGNED_SYSTEM_ADDRESS, true);
if (respawnPoint != NiPoint3::ZERO)
{
GameMessages::SendPlayerReachedRespawnCheckpoint(player, respawnPoint, NiQuaternion::IDENTITY);
}
EntityManager::Instance()->ConstructAllEntities(packet->systemAddress);
player->GetComponent<CharacterComponent>()->SetLastRocketConfig(u"");
player->GetCharacter()->SetTargetScene("");
// Fix the destroyable component
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr)
{
destroyableComponent->FixStats();
}
//Tell the player to generate BBB models, if any:
if (g_CloneID != 0) {
const auto& worldId = dZoneManager::Instance()->GetZone()->GetZoneID();
const auto zoneId = Game::server->GetZoneID();
const auto cloneId = g_CloneID;
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT id FROM PropertyTemplate WHERE mapID = ?;");
query.bind(1, (int) zoneId);
auto result = query.execQuery();
if (result.eof() || result.fieldIsNull(0)) {
Game::logger->Log("WorldServer", "No property templates found for zone %d, not sending BBB\n", zoneId);
goto noBBB;
}
//Check for BBB models:
auto stmt = Database::CreatePreppedStmt("SELECT ugc_id FROM properties_contents WHERE lot=14 AND property_id=?");
int templateId = result.getIntField(0);
result.finalize();
auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;");
propertyLookup->setInt(1, templateId);
propertyLookup->setInt64(2, g_CloneID);
auto* propertyEntry = propertyLookup->executeQuery();
uint64_t propertyId = 0;
if (propertyEntry->next()) {
propertyId = propertyEntry->getUInt64(1);
}
delete propertyLookup;
stmt->setUInt64(1, propertyId);
auto res = stmt->executeQuery();
while (res->next()) {
Game::logger->Log("UGC", "Getting lxfml ugcID: " + std::to_string(res->getUInt(1)) + "\n");
//Get lxfml:
auto stmtL = Database::CreatePreppedStmt("SELECT lxfml from ugc where id=?");
stmtL->setUInt(1, res->getUInt(1));
auto lxres = stmtL->executeQuery();
while (lxres->next()) {
auto lxfml = lxres->getBlob(1);
lxfml->seekg(0, std::ios::end);
size_t lxfmlSize = lxfml->tellg();
lxfml->seekg(0);
//Send message:
{
LWOOBJID blueprintID = res->getUInt(1);
blueprintID = GeneralUtils::SetBit(blueprintID, OBJECT_BIT_CHARACTER);
blueprintID = GeneralUtils::SetBit(blueprintID, OBJECT_BIT_PERSISTENT);
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_BLUEPRINT_SAVE_RESPONSE);
bitStream.Write<LWOOBJID>(0); //always zero so that a check on the client passes
bitStream.Write<unsigned int>(0);
bitStream.Write<unsigned int>(1);
bitStream.Write(blueprintID);
bitStream.Write<uint32_t>(lxfmlSize + 9);
//Write a fake sd0 header:
bitStream.Write<unsigned char>(0x73); //s
bitStream.Write<unsigned char>(0x64); //d
bitStream.Write<unsigned char>(0x30); //0
bitStream.Write<unsigned char>(0x01); //1
bitStream.Write<unsigned char>(0xFF); //end magic
bitStream.Write<uint32_t>(lxfmlSize);
for (size_t i = 0; i < lxfmlSize; ++i)
bitStream.Write<uint8_t>(lxfml->get());
SystemAddress sysAddr = packet->systemAddress;
SEND_PACKET;
PacketUtils::SavePacket("lxfml packet " + std::to_string(res->getUInt(1)) + ".bin", (char*)bitStream.GetData(), bitStream.GetNumberOfBytesUsed());
}
}
delete stmtL;
delete lxres;
}
delete stmt;
delete res;
}
noBBB:
// Tell the client it's done loading:
GameMessages::SendInvalidZoneTransferList(player, packet->systemAddress, u"https://forms.zohopublic.eu/virtualoffice204/form/DLUInGameSurvey/formperma/kpU-IL5v2-Wt41QcB5UFnYjzlLp-j2LEisF8e11PisU", u"", false, false);
GameMessages::SendServerDoneLoadingAllObjects(player, packet->systemAddress);
//Send the player it's mail count:
//update: this might not be needed so im going to try disabling this here.
//Mail::HandleNotificationRequest(packet->systemAddress, player->GetObjectID());
//Notify chat that a player has loaded:
{
const auto& playerName = player->GetCharacter()->GetName();
//RakNet::RakString playerName(player->GetCharacter()->GetName().c_str());
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_PLAYER_ADDED_NOTIFICATION);
bitStream.Write(player->GetObjectID());
bitStream.Write<uint16_t>(playerName.size());
for (size_t i = 0; i < playerName.size(); i++)
{
bitStream.Write(playerName[i]);
}
//bitStream.Write(playerName);
auto zone = dZoneManager::Instance()->GetZone()->GetZoneID();
bitStream.Write(zone.GetMapID());
bitStream.Write(zone.GetInstanceID());
bitStream.Write(zone.GetCloneID());
bitStream.Write(player->GetParentUser()->GetMuteExpire());
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
}
else {
Game::logger->Log("WorldServer", "Couldn't find character to log in with for user %s (%i)!\n", user->GetUsername().c_str(), user->GetAccountID());
Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_CHARACTER_NOT_FOUND);
}
} else {
Game::logger->Log("WorldServer", "Couldn't get user for level load complete!\n");
}
break;
}
case MSG_WORLD_CLIENT_POSITION_UPDATE: {
ClientPackets::HandleClientPositionUpdate(packet->systemAddress, packet);
break;
}
case MSG_WORLD_CLIENT_MAIL: {
RakNet::BitStream bitStream(packet->data, packet->length, false);
LWOOBJID space;
bitStream.Read(space);
Mail::HandleMailStuff(&bitStream, packet->systemAddress, UserManager::Instance()->GetUser(packet->systemAddress)->GetLastUsedChar()->GetEntity());
break;
}
case MSG_WORLD_CLIENT_ROUTE_PACKET: {
//Yeet to chat
CINSTREAM;
uint64_t header = 0;
uint32_t size = 0;
inStream.Read(header);
inStream.Read(size);
if (size > 20000) {
Game::logger->Log("WorldServer", "Tried to route a packet with a read size > 20000, so likely a false packet.\n");
return;
}
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT, packet->data[14]);
//We need to insert the player's objectID so the chat server can find who originated this request:
LWOOBJID objectID = 0;
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
objectID = user->GetLastUsedChar()->GetObjectID();
}
bitStream.Write(objectID);
//Now write the rest of the data:
auto data = inStream.GetData();
for (uint32_t i = 0; i < size; ++i) {
bitStream.Write(data[i+23]);
}
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE_ORDERED, 0, Game::chatSysAddr, false);
break;
}
case MSG_WORLD_CLIENT_STRING_CHECK: {
ClientPackets::HandleChatModerationRequest(packet->systemAddress, packet);
break;
}
case MSG_WORLD_CLIENT_GENERAL_CHAT_MESSAGE: {
if (chatDisabled) {
ChatPackets::SendMessageFail(packet->systemAddress);
}
else {
ClientPackets::HandleChatMessage(packet->systemAddress, packet);
}
break;
}
case MSG_WORLD_CLIENT_HANDLE_FUNNESS: {
//This means the client is running slower or faster than it should.
//Could be insane lag, but I'mma just YEET them as it's usually speedhacking.
//This is updated to now count the amount of times we've been caught "speedhacking" to kick with a delay
//This is hopefully going to fix the random disconnects people face sometimes.
if (Game::config->GetValue("disable_anti_speedhack") == "1") {
return;
}
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
user->UserOutOfSync();
}
else {
Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_KICK);
}
break;
}
default:
Game::server->GetLogger()->Log("HandlePacket", "Unknown world packet received: %i\n", int(packet->data[3]));
}
}
void WorldShutdownSequence()
{
if (worldShutdownSequenceStarted || worldShutdownSequenceComplete)
{
return;
}
worldShutdownSequenceStarted = true;
auto t = std::chrono::high_resolution_clock::now();
auto ticks = 0;
Game::logger->Log("WorldServer", "Attempting to shutdown world, zone (%i), instance (%i), max 10 seconds...\n", Game::server->GetZoneID(), instanceID);
while (true)
{
if (worldShutdownSequenceStarted)
{
break;
}
t += std::chrono::milliseconds(highFrameRate);
std::this_thread::sleep_until(t);
ticks++;
if (ticks == 600)
{
break;
}
}
}