mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
7f623d358c
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
949 lines
29 KiB
C++
949 lines
29 KiB
C++
#include <chrono>
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#include <cstdlib>
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#include <ctime>
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#include <iostream>
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#include <map>
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#include <string>
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#include <thread>
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#include <fstream>
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#ifdef _WIN32
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#include <bcrypt/BCrypt.hpp>
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#else
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#include <bcrypt.h>
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#endif
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#include <csignal>
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//DLU Includes:
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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#include "Database.h"
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#include "MigrationRunner.h"
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#include "Diagnostics.h"
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#include "dCommonVars.h"
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#include "dConfig.h"
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#include "Logger.h"
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#include "dServer.h"
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#include "AssetManager.h"
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#include "BinaryPathFinder.h"
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#include "eConnectionType.h"
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#include "eMasterMessageType.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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//Packet includes:
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#include "AuthPackets.h"
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#include "Game.h"
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#include "InstanceManager.h"
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#include "MasterPackets.h"
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#include "ObjectIDManager.h"
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#include "PacketUtils.h"
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#include "FdbToSqlite.h"
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#include "BitStreamUtils.h"
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namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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InstanceManager* im = nullptr;
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dConfig* config = nullptr;
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AssetManager* assetManager = nullptr;
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bool shouldShutdown = false;
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std::mt19937 randomEngine;
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} //namespace Game
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bool shutdownSequenceStarted = false;
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void ShutdownSequence(int32_t signal = -1);
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int32_t FinalizeShutdown(int32_t signal = -1);
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Logger* SetupLogger();
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void StartAuthServer();
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void StartChatServer();
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void HandlePacket(Packet* packet);
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std::map<uint32_t, std::string> activeSessions;
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SystemAddress authServerMasterPeerSysAddr;
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SystemAddress chatServerMasterPeerSysAddr;
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int main(int argc, char** argv) {
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constexpr uint32_t masterFramerate = mediumFramerate;
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constexpr uint32_t masterFrameDelta = mediumFrameDelta;
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Diagnostics::SetProcessName("Master");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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#if defined(_WIN32) && defined(MARIADB_PLUGIN_DIR_OVERRIDE)
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_putenv_s("MARIADB_PLUGIN_DIR", MARIADB_PLUGIN_DIR_OVERRIDE);
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#endif
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//Triggers the shutdown sequence at application exit
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std::atexit([]() { ShutdownSequence(); });
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signal(SIGINT, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
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signal(SIGTERM, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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if (!Game::logger) return EXIT_FAILURE;
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if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "authconfig.ini")) {
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LOG("Couldnt find authconfig.ini");
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return EXIT_FAILURE;
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}
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if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "chatconfig.ini")) {
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LOG("Couldnt find chatconfig.ini");
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return EXIT_FAILURE;
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}
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if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "masterconfig.ini")) {
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LOG("Couldnt find masterconfig.ini");
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return EXIT_FAILURE;
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}
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if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "sharedconfig.ini")) {
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LOG("Couldnt find sharedconfig.ini");
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return EXIT_FAILURE;
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}
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if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "worldconfig.ini")) {
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LOG("Couldnt find worldconfig.ini");
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return EXIT_FAILURE;
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}
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Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "masterconfig.ini").string());
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Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
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Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
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uint32_t clientNetVersion = 0;
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if (!GeneralUtils::TryParse(Game::config->GetValue("client_net_version"), clientNetVersion)) {
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LOG("Failed to parse (%s) as net version. Cannot start server as no clients could connect.",Game::config->GetValue("client_net_version").c_str());
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LOG("As of version 1.1.1, client_net_version is required to be defined in sharedconfig.ini as opposed to in CMakeVariables.txt as NET_VERSION.");
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LOG("Rerun cmake to ensure all config values exist. If client_net_version already exists in sharedconfig.ini, please ensure it is a valid number.");
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LOG("like 171022");
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return EXIT_FAILURE;
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}
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LOG("Using net version %s", Game::config->GetValue("client_net_version").c_str());
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LOG("Starting Master server...");
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LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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LOG("Compiled on: %s", __TIMESTAMP__);
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//Connect to the MySQL Database
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try {
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Database::Connect();
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} catch (sql::SQLException& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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LOG("Migrations not run");
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return EXIT_FAILURE;
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}
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try {
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std::string clientPathStr = Game::config->GetValue("client_location");
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if (clientPathStr.empty()) clientPathStr = "./res";
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std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
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if (clientPath.is_relative()) {
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clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
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}
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Game::assetManager = new AssetManager(clientPath);
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} catch (std::runtime_error& ex) {
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LOG("Got an error while setting up assets: %s", ex.what());
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LOG("Is the provided client_location in Windows Onedrive? If so, remove it from Onedrive.");
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return EXIT_FAILURE;
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}
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MigrationRunner::RunMigrations();
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const bool cdServerExists = std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite");
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const bool oldCDServerExists = std::filesystem::exists(Game::assetManager->GetResPath() / "CDServer.sqlite");
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const bool fdbExists = std::filesystem::exists(Game::assetManager->GetResPath() / "cdclient.fdb");
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if (!cdServerExists) {
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if (oldCDServerExists) {
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// If the file doesn't exist in the new CDServer location, copy it there. We copy because we may not have write permissions from the previous directory.
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LOG("CDServer.sqlite is not located at resServer, but is located at res path. Copying file...");
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std::filesystem::copy_file(Game::assetManager->GetResPath() / "CDServer.sqlite", BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite");
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} else {
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LOG("%s could not be found in resServer or res. Looking for %s to convert to sqlite.",
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(BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").c_str(),
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(Game::assetManager->GetResPath() / "cdclient.fdb").c_str());
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AssetMemoryBuffer cdClientBuffer = Game::assetManager->GetFileAsBuffer("cdclient.fdb");
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if (!cdClientBuffer.m_Success) {
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LOG("Failed to load %s", (Game::assetManager->GetResPath() / "cdclient.fdb").c_str());
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throw std::runtime_error("Aborting initialization due to missing cdclient.fdb.");
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}
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LOG("Found %s. Converting to SQLite", (Game::assetManager->GetResPath() / "cdclient.fdb").c_str());
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Game::logger->Flush();
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if (FdbToSqlite::Convert((BinaryPathFinder::GetBinaryDir() / "resServer").string()).ConvertDatabase(cdClientBuffer) == false) {
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LOG("Failed to convert fdb to sqlite.");
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return EXIT_FAILURE;
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}
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cdClientBuffer.close();
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}
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}
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//Connect to CDClient
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try {
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CDClientDatabase::Connect((BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").string());
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} catch (CppSQLite3Exception& e) {
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LOG("Unable to connect to CDServer SQLite Database");
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LOG("Error: %s", e.errorMessage());
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LOG("Error Code: %i", e.errorCode());
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return EXIT_FAILURE;
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}
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// Run migrations should any need to be run.
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MigrationRunner::RunSQLiteMigrations();
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//Get CDClient initial information
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try {
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CDClientManager::Instance();
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} catch (CppSQLite3Exception& e) {
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LOG("Failed to initialize CDServer SQLite Database");
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LOG("May be caused by corrupted file: %s", (Game::assetManager->GetResPath() / "CDServer.sqlite").string().c_str());
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LOG("Error: %s", e.errorMessage());
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LOG("Error Code: %i", e.errorCode());
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return EXIT_FAILURE;
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}
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//If the first command line argument is -a or --account then make the user
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//input a username and password, with the password being hidden.
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if (argc > 1 &&
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(strcmp(argv[1], "-a") == 0 || strcmp(argv[1], "--account") == 0)) {
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std::string username;
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std::string password;
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std::cout << "Enter a username: ";
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std::cin >> username;
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auto accountId = Database::Get()->GetAccountInfo(username);
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if (accountId) {
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LOG("Account with name \"%s\" already exists", username.c_str());
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std::cout << "Do you want to change the password of that account? [y/n]?";
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std::string prompt = "";
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std::cin >> prompt;
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if (prompt == "y" || prompt == "yes") {
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if (accountId->id == 0) return EXIT_FAILURE;
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//Read the password from the console without echoing it.
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#ifdef __linux__
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//This function is obsolete, but it only meant to be used by the
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//sysadmin to create their first account.
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password = getpass("Enter a password: ");
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#else
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std::cout << "Enter a password: ";
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std::cin >> password;
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#endif
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// Regenerate hash based on new password
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char salt[BCRYPT_HASHSIZE];
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char hash[BCRYPT_HASHSIZE];
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int32_t bcryptState = ::bcrypt_gensalt(12, salt);
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assert(bcryptState == 0);
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bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
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assert(bcryptState == 0);
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Database::Get()->UpdateAccountPassword(accountId->id, std::string(hash, BCRYPT_HASHSIZE));
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LOG("Account \"%s\" password updated successfully!", username.c_str());
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} else {
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LOG("Account \"%s\" was not updated.", username.c_str());
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}
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return EXIT_SUCCESS;
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}
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//Read the password from the console without echoing it.
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#ifdef __linux__
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//This function is obsolete, but it only meant to be used by the
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//sysadmin to create their first account.
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password = getpass("Enter a password: ");
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#else
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std::cout << "Enter a password: ";
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std::cin >> password;
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#endif
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//Generate new hash for bcrypt
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char salt[BCRYPT_HASHSIZE];
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char hash[BCRYPT_HASHSIZE];
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int32_t bcryptState = ::bcrypt_gensalt(12, salt);
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assert(bcryptState == 0);
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bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
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assert(bcryptState == 0);
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//Create account
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try {
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Database::Get()->InsertNewAccount(username, std::string(hash, BCRYPT_HASHSIZE));
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} catch(sql::SQLException& e) {
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LOG("A SQL error occurred!:\n %s", e.what());
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return EXIT_FAILURE;
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}
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LOG("Account created successfully!");
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return EXIT_SUCCESS;
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}
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Game::randomEngine = std::mt19937(time(0));
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uint32_t maxClients = 999;
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uint32_t ourPort = 1000;
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::stoi(Game::config->GetValue("port"));
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::shouldShutdown);
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//Query for the database for a server labeled "master"
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auto master_server_ip = Game::config->GetValue("master_ip");
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if (master_server_ip == "") {
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master_server_ip = Game::server->GetIP();
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}
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Database::Get()->SetMasterIp(master_server_ip, Game::server->GetPort());
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//Create additional objects here:
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ObjectIDManager::Instance()->Initialize(Game::logger);
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Game::im = new InstanceManager(Game::logger, Game::server->GetIP());
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//Depending on the config, start up servers:
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if (Game::config->GetValue("prestart_servers") != "" && Game::config->GetValue("prestart_servers") == "1") {
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StartChatServer();
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Game::im->GetInstance(0, false, 0);
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Game::im->GetInstance(1000, false, 0);
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StartAuthServer();
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}
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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constexpr uint32_t logFlushTime = 15 * masterFramerate;
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constexpr uint32_t sqlPingTime = 10 * 60 * masterFramerate;
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constexpr uint32_t shutdownUniverseTime = 10 * 60 * masterFramerate;
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constexpr uint32_t instanceReadyTimeout = 30 * masterFramerate;
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceLastSQLPing = 0;
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uint32_t framesSinceKillUniverseCommand = 0;
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while (true) {
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//In world we'd update our other systems here.
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//Check for packets here:
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packet = Game::server->Receive();
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if (packet) {
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HandlePacket(packet);
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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}
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//Push our log every 15s:
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else
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framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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uint32_t masterPort;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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framesSinceLastSQLPing = 0;
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} else
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framesSinceLastSQLPing++;
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//10m shutdown for universe kill command
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if (Game::shouldShutdown) {
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if (framesSinceKillUniverseCommand >= shutdownUniverseTime) {
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//Break main loop and exit
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break;
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} else
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framesSinceKillUniverseCommand++;
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}
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const auto instances = Game::im->GetInstances();
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for (auto* instance : instances) {
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if (instance == nullptr) {
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break;
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}
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auto affirmTimeout = instance->GetAffirmationTimeout();
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if (!instance->GetPendingAffirmations().empty()) {
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affirmTimeout++;
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} else {
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affirmTimeout = 0;
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}
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instance->SetAffirmationTimeout(affirmTimeout);
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if (affirmTimeout == instanceReadyTimeout) {
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instance->Shutdown();
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instance->SetIsShuttingDown(true);
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Game::im->RedirectPendingRequests(instance);
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}
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}
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//Remove dead instances
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for (auto* instance : instances) {
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if (instance == nullptr) {
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break;
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}
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if (instance->GetShutdownComplete()) {
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Game::im->RemoveInstance(instance);
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}
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}
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t += std::chrono::milliseconds(masterFrameDelta);
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std::this_thread::sleep_until(t);
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}
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return FinalizeShutdown(EXIT_SUCCESS);
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}
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Logger* SetupLogger() {
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std::string logPath =
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(BinaryPathFinder::GetBinaryDir() / ("logs/MasterServer_" + std::to_string(time(nullptr)) + ".log")).string();
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bool logToConsole = false;
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bool logDebugStatements = false;
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#ifdef _DEBUG
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logToConsole = true;
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logDebugStatements = true;
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#endif
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return new Logger(logPath, logToConsole, logDebugStatements);
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}
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void HandlePacket(Packet* packet) {
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION) {
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LOG("A server has disconnected");
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//Since this disconnection is intentional, we'll just delete it as
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//we'll start a new one anyway if needed:
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Instance* instance =
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Game::im->GetInstanceBySysAddr(packet->systemAddress);
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if (instance) {
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LOG("Actually disconnected from zone %i clone %i instance %i port %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance->GetPort());
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Game::im->RemoveInstance(instance); //Delete the old
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}
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|
|
if (packet->systemAddress == chatServerMasterPeerSysAddr) {
|
|
chatServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
|
|
StartChatServer();
|
|
}
|
|
|
|
if (packet->systemAddress == authServerMasterPeerSysAddr) {
|
|
authServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
|
|
StartAuthServer();
|
|
}
|
|
}
|
|
|
|
if (packet->data[0] == ID_CONNECTION_LOST) {
|
|
LOG("A server has lost the connection");
|
|
|
|
Instance* instance =
|
|
Game::im->GetInstanceBySysAddr(packet->systemAddress);
|
|
if (instance) {
|
|
LWOZONEID zoneID = instance->GetZoneID(); //Get the zoneID so we can recreate a server
|
|
Game::im->RemoveInstance(instance); //Delete the old
|
|
}
|
|
|
|
if (packet->systemAddress == chatServerMasterPeerSysAddr) {
|
|
chatServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
|
|
StartChatServer();
|
|
}
|
|
|
|
if (packet->systemAddress == authServerMasterPeerSysAddr) {
|
|
authServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
|
|
StartAuthServer();
|
|
}
|
|
}
|
|
|
|
if (packet->length < 4) return;
|
|
|
|
if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::MASTER) {
|
|
switch (static_cast<eMasterMessageType>(packet->data[3])) {
|
|
case eMasterMessageType::REQUEST_PERSISTENT_ID: {
|
|
LOG("A persistent ID req");
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
uint64_t requestID = 0;
|
|
inStream.Read(requestID);
|
|
|
|
uint32_t objID = ObjectIDManager::Instance()->GeneratePersistentID();
|
|
MasterPackets::SendPersistentIDResponse(Game::server, packet->systemAddress, requestID, objID);
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::REQUEST_ZONE_TRANSFER: {
|
|
LOG("Received zone transfer req");
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
uint64_t requestID = 0;
|
|
uint8_t mythranShift = false;
|
|
uint32_t zoneID = 0;
|
|
uint32_t zoneClone = 0;
|
|
|
|
inStream.Read(requestID);
|
|
inStream.Read(mythranShift);
|
|
inStream.Read(zoneID);
|
|
inStream.Read(zoneClone);
|
|
if (shutdownSequenceStarted) {
|
|
LOG("Shutdown sequence has been started. Not creating a new zone.");
|
|
break;
|
|
}
|
|
Instance* in = Game::im->GetInstance(zoneID, false, zoneClone);
|
|
|
|
for (auto* instance : Game::im->GetInstances()) {
|
|
LOG("Instance: %i/%i/%i -> %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance == in);
|
|
}
|
|
|
|
if (in && !in->GetIsReady()) //Instance not ready, make a pending request
|
|
{
|
|
in->GetPendingRequests().push_back({ requestID, static_cast<bool>(mythranShift), packet->systemAddress });
|
|
LOG("Server not ready, adding pending request %llu %i %i", requestID, zoneID, zoneClone);
|
|
break;
|
|
}
|
|
|
|
//Instance is ready, transfer
|
|
LOG("Responding to transfer request %llu for zone %i %i", requestID, zoneID, zoneClone);
|
|
Game::im->RequestAffirmation(in, { requestID, static_cast<bool>(mythranShift), packet->systemAddress });
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::SERVER_INFO: {
|
|
//MasterPackets::HandleServerInfo(packet);
|
|
|
|
//This is here because otherwise we'd have to include IM in
|
|
//non-master servers. This packet allows us to add World
|
|
//servers back if master crashed
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
uint32_t theirPort = 0;
|
|
uint32_t theirZoneID = 0;
|
|
uint32_t theirInstanceID = 0;
|
|
ServerType theirServerType;
|
|
std::string theirIP = "";
|
|
|
|
inStream.Read(theirPort);
|
|
inStream.Read(theirZoneID);
|
|
inStream.Read(theirInstanceID);
|
|
inStream.Read(theirServerType);
|
|
theirIP = PacketUtils::ReadString(24, packet, false); //24 is the current offset
|
|
|
|
if (theirServerType == ServerType::World) {
|
|
if (!Game::im->IsPortInUse(theirPort)) {
|
|
Instance* in = new Instance(theirIP, theirPort, theirZoneID, theirInstanceID, 0, 12, 12);
|
|
|
|
SystemAddress copy;
|
|
copy.binaryAddress = packet->systemAddress.binaryAddress;
|
|
copy.port = packet->systemAddress.port;
|
|
|
|
in->SetSysAddr(copy);
|
|
Game::im->AddInstance(in);
|
|
} else {
|
|
auto instance = Game::im->FindInstance(
|
|
theirZoneID, static_cast<uint16_t>(theirInstanceID));
|
|
if (instance) {
|
|
instance->SetSysAddr(packet->systemAddress);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (theirServerType == ServerType::Chat) {
|
|
SystemAddress copy;
|
|
copy.binaryAddress = packet->systemAddress.binaryAddress;
|
|
copy.port = packet->systemAddress.port;
|
|
|
|
chatServerMasterPeerSysAddr = copy;
|
|
}
|
|
|
|
if (theirServerType == ServerType::Auth) {
|
|
SystemAddress copy;
|
|
copy.binaryAddress = packet->systemAddress.binaryAddress;
|
|
copy.port = packet->systemAddress.port;
|
|
|
|
authServerMasterPeerSysAddr = copy;
|
|
}
|
|
|
|
LOG("Received server info, instance: %i port: %i", theirInstanceID, theirPort);
|
|
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::SET_SESSION_KEY: {
|
|
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);
|
|
|
|
for (auto it : activeSessions) {
|
|
if (it.second == username) {
|
|
activeSessions.erase(it.first);
|
|
|
|
CBITSTREAM;
|
|
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::NEW_SESSION_ALERT);
|
|
bitStream.Write(sessionKey);
|
|
bitStream.Write<uint32_t>(username.size());
|
|
for (auto character : username) {
|
|
bitStream.Write(character);
|
|
}
|
|
SEND_PACKET_BROADCAST;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
activeSessions.insert(std::make_pair(sessionKey, username));
|
|
LOG("Got sessionKey %i for user %s", sessionKey, username.c_str());
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::REQUEST_SESSION_KEY: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
std::string username = PacketUtils::ReadString(8, packet, false);
|
|
|
|
for (auto key : activeSessions) {
|
|
if (key.second == username) {
|
|
CBITSTREAM;
|
|
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::SESSION_KEY_RESPONSE);
|
|
bitStream.Write(key.first);
|
|
bitStream.Write(LUString(key.second, 64));
|
|
Game::server->Send(&bitStream, packet->systemAddress, false);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::PLAYER_ADDED: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
LWOMAPID theirZoneID = 0;
|
|
LWOINSTANCEID theirInstanceID = 0;
|
|
|
|
inStream.Read(theirZoneID);
|
|
inStream.Read(theirInstanceID);
|
|
|
|
auto instance =
|
|
Game::im->FindInstance(theirZoneID, theirInstanceID);
|
|
if (instance) {
|
|
instance->AddPlayer(Player());
|
|
} else {
|
|
printf("Instance missing? What?");
|
|
}
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::PLAYER_REMOVED: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
LWOMAPID theirZoneID = 0;
|
|
LWOINSTANCEID theirInstanceID = 0;
|
|
|
|
inStream.Read(theirZoneID);
|
|
inStream.Read(theirInstanceID);
|
|
|
|
auto instance =
|
|
Game::im->FindInstance(theirZoneID, theirInstanceID);
|
|
if (instance) {
|
|
instance->RemovePlayer(Player());
|
|
}
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::CREATE_PRIVATE_ZONE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
uint32_t mapId;
|
|
LWOCLONEID cloneId;
|
|
std::string password;
|
|
|
|
inStream.Read(mapId);
|
|
inStream.Read(cloneId);
|
|
|
|
uint32_t len;
|
|
inStream.Read<uint32_t>(len);
|
|
for (uint32_t i = 0; len > i; i++) {
|
|
char character;
|
|
inStream.Read<char>(character);
|
|
password += character;
|
|
}
|
|
|
|
Game::im->CreatePrivateInstance(mapId, cloneId, password.c_str());
|
|
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::REQUEST_PRIVATE_ZONE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
uint64_t requestID = 0;
|
|
uint8_t mythranShift = false;
|
|
|
|
std::string password;
|
|
|
|
inStream.Read(requestID);
|
|
inStream.Read(mythranShift);
|
|
|
|
uint32_t len;
|
|
inStream.Read<uint32_t>(len);
|
|
|
|
for (uint32_t i = 0; i < len; i++) {
|
|
char character; inStream.Read<char>(character);
|
|
password += character;
|
|
}
|
|
|
|
auto* instance = Game::im->FindPrivateInstance(password.c_str());
|
|
|
|
LOG("Join private zone: %llu %d %s %p", requestID, mythranShift, password.c_str(), instance);
|
|
|
|
if (instance == nullptr) {
|
|
return;
|
|
}
|
|
|
|
const auto& zone = instance->GetZoneID();
|
|
|
|
MasterPackets::SendZoneTransferResponse(Game::server, packet->systemAddress, requestID, (bool)mythranShift, zone.GetMapID(), instance->GetInstanceID(), zone.GetCloneID(), instance->GetIP(), instance->GetPort());
|
|
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::WORLD_READY: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
LWOMAPID zoneID;
|
|
LWOINSTANCEID instanceID;
|
|
|
|
inStream.Read(zoneID);
|
|
inStream.Read(instanceID);
|
|
|
|
LOG("Got world ready %i %i", zoneID, instanceID);
|
|
|
|
auto* instance = Game::im->FindInstance(zoneID, instanceID);
|
|
|
|
if (instance == nullptr) {
|
|
LOG("Failed to find zone to ready");
|
|
return;
|
|
}
|
|
|
|
LOG("Ready zone %i", zoneID);
|
|
Game::im->ReadyInstance(instance);
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::PREP_ZONE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
int32_t zoneID;
|
|
inStream.Read(zoneID);
|
|
if (shutdownSequenceStarted) {
|
|
LOG("Shutdown sequence has been started. Not prepping a new zone.");
|
|
break;
|
|
} else {
|
|
LOG("Prepping zone %i", zoneID);
|
|
Game::im->GetInstance(zoneID, false, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::AFFIRM_TRANSFER_RESPONSE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
uint64_t requestID;
|
|
|
|
inStream.Read(requestID);
|
|
|
|
LOG("Got affirmation of transfer %llu", requestID);
|
|
|
|
auto* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress);
|
|
|
|
if (instance == nullptr)
|
|
return;
|
|
|
|
Game::im->AffirmTransfer(instance, requestID);
|
|
LOG("Affirmation complete %llu", requestID);
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::SHUTDOWN_RESPONSE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
auto* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress);
|
|
|
|
if (instance == nullptr) {
|
|
return;
|
|
}
|
|
|
|
LOG("Got shutdown response from zone %i clone %i instance %i port %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance->GetPort());
|
|
instance->SetIsShuttingDown(true);
|
|
break;
|
|
}
|
|
|
|
case eMasterMessageType::SHUTDOWN_UNIVERSE: {
|
|
LOG("Received shutdown universe command, shutting down in 10 minutes.");
|
|
Game::shouldShutdown = true;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
LOG("Unknown master packet ID from server: %i", packet->data[3]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void StartChatServer() {
|
|
if (Game::shouldShutdown) {
|
|
LOG("Currently shutting down. Chat will not be restarted.");
|
|
return;
|
|
}
|
|
#ifdef __APPLE__
|
|
//macOS doesn't need sudo to run on ports < 1024
|
|
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
|
#elif _WIN32
|
|
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "ChatServer.exe").string()).c_str());
|
|
#else
|
|
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
|
|
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
|
} else {
|
|
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void StartAuthServer() {
|
|
if (Game::shouldShutdown) {
|
|
LOG("Currently shutting down. Auth will not be restarted.");
|
|
return;
|
|
}
|
|
#ifdef __APPLE__
|
|
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
|
#elif _WIN32
|
|
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "AuthServer.exe").string()).c_str());
|
|
#else
|
|
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
|
|
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
|
} else {
|
|
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ShutdownSequence(int32_t signal) {
|
|
if (shutdownSequenceStarted) {
|
|
return;
|
|
}
|
|
|
|
if (!Game::im) {
|
|
FinalizeShutdown(EXIT_FAILURE);
|
|
}
|
|
|
|
Game::im->SetIsShuttingDown(true);
|
|
shutdownSequenceStarted = true;
|
|
Game::shouldShutdown = true;
|
|
|
|
{
|
|
CBITSTREAM;
|
|
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::SHUTDOWN);
|
|
Game::server->Send(&bitStream, UNASSIGNED_SYSTEM_ADDRESS, true);
|
|
LOG("Triggered master shutdown");
|
|
}
|
|
|
|
auto* objIdManager = ObjectIDManager::TryInstance();
|
|
if (objIdManager) {
|
|
objIdManager->SaveToDatabase();
|
|
LOG("Saved ObjectIDTracker to DB");
|
|
}
|
|
|
|
// A server might not be finished spinning up yet, remove all of those here.
|
|
for (auto* instance : Game::im->GetInstances()) {
|
|
if (!instance->GetIsReady()) {
|
|
Game::im->RemoveInstance(instance);
|
|
}
|
|
}
|
|
|
|
for (auto* instance : Game::im->GetInstances()) {
|
|
instance->SetIsShuttingDown(true);
|
|
}
|
|
|
|
LOG("Attempting to shutdown instances, max 60 seconds...");
|
|
|
|
auto t = std::chrono::high_resolution_clock::now();
|
|
uint32_t framesSinceShutdownStart = 0;
|
|
constexpr uint32_t maxShutdownTime = 60 * mediumFramerate;
|
|
bool allInstancesShutdown = false;
|
|
Packet* packet = nullptr;
|
|
while (true) {
|
|
packet = Game::server->Receive();
|
|
if (packet) {
|
|
HandlePacket(packet);
|
|
Game::server->DeallocatePacket(packet);
|
|
packet = nullptr;
|
|
}
|
|
|
|
allInstancesShutdown = true;
|
|
|
|
for (auto* instance : Game::im->GetInstances()) {
|
|
if (instance == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
if (!instance->GetShutdownComplete()) {
|
|
allInstancesShutdown = false;
|
|
}
|
|
}
|
|
|
|
if (allInstancesShutdown && authServerMasterPeerSysAddr == UNASSIGNED_SYSTEM_ADDRESS && chatServerMasterPeerSysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
|
|
LOG("Finished shutting down MasterServer!");
|
|
break;
|
|
}
|
|
|
|
t += std::chrono::milliseconds(mediumFrameDelta);
|
|
std::this_thread::sleep_until(t);
|
|
|
|
framesSinceShutdownStart++;
|
|
|
|
if (framesSinceShutdownStart == maxShutdownTime) {
|
|
LOG("Finished shutting down by timeout!");
|
|
break;
|
|
}
|
|
}
|
|
|
|
FinalizeShutdown(signal);
|
|
}
|
|
|
|
int32_t FinalizeShutdown(int32_t signal) {
|
|
//Delete our objects here:
|
|
Database::Destroy("MasterServer");
|
|
if (Game::config) delete Game::config;
|
|
if (Game::im) delete Game::im;
|
|
if (Game::server) delete Game::server;
|
|
if (Game::logger) delete Game::logger;
|
|
|
|
if (signal != EXIT_SUCCESS) exit(signal);
|
|
return signal;
|
|
}
|