mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +00:00
The UGC page ran a CDClient query per distinct car or rocket combination to find each preset's sample (thousands on a large server), re-read the car and rocket build types from the CDClient on every list request, and grouped every build into assemblies again on every page, sort or filter change of the Cars and rockets list. The modules and icon kinds are now read once at startup on the main thread (UgcRoutes::Preload), so the web threads never query the CDClient (which they must not), a combination's kind comes from that table, and the grouped assemblies are shared by the requests of 15 seconds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
651 lines
22 KiB
C++
651 lines
22 KiB
C++
#include <algorithm>
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#include <chrono>
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#include <cstdlib>
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#include <iostream>
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#include <thread>
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#include <csignal>
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#include <memory>
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#include "CDClientDatabase.h"
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#include "ConfigSync.h"
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#include "CDClientManager.h"
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#include "Database.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 "ServiceType.h"
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#include "MessageType/Master.h"
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#include "MasterPackets.h"
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#include "PacketDispatcher.h"
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#include "Game.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "Diagnostics.h"
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#include "Locale.h"
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#include "Web.h"
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#include "Server.h"
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#include "ServerState.h"
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#include "APIRoutes.h"
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#include "StaticRoutes.h"
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#include "DashboardRoutes.h"
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#include "WSRoutes.h"
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#include "AuthRoutes.h"
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#include "PlayerActions.h"
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#include "AccountRoutes.h"
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#include "ClientAssets.h"
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#include "MaintenanceRoutes.h"
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#include "ReportRoutes.h"
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#include "SecurityRoutes.h"
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#include "WebhookRoutes.h"
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#include "RouteUtils.h"
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#include "EconomyJobs.h"
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#include "Scheduler.h"
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#include "BackupRoutes.h"
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#include "ReportViews.h"
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#include "CharacterTools.h"
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#include "CharacterRestore.h"
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#include "MissionTools.h"
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#include "CharacterProgress.h"
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#include "ServerRoutes.h"
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#include "LeaderboardRoutes.h"
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#include "RequireAuthMiddleware.h"
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#include "Permissions.h"
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#include "VanityRoutes.h"
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#include "ChatRoutes.h"
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#include "Strikes.h"
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#include "ModerationTools.h"
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#include "ModeratorHelper.h"
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#include "LiveWorld.h"
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#include "Scenery.h"
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#include "Workers.h"
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#include "ReportRoutes.h"
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#include "WorldView.h"
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#include "ClientAssets.h"
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#include "DashboardRoutes.h"
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#include "LiveEventRoutes.h"
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#include "ChallengeRoutes.h"
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#include "Inspector.h"
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#include "CDClientBrowser.h"
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#include "master/MessageCapture.h"
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#include "PublicRoutes.h"
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#include "Showcase.h"
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#include "ContrabandRoutes.h"
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#include "UgcRoutes.h"
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#include "UgcLinks.h"
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#include "PropertyRentRoutes.h"
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#include "FeaturedProperties.h"
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#include "PasswordRecovery.h"
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#include "SettingsRoutes.h"
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#include "SettingsHistory.h"
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#include "Announcements.h"
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#include "EventsCalendar.h"
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#include "InstanceLoad.h"
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#include "WorldView.h"
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#include "PrometheusMetrics.h"
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#include "Traffic.h"
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#include "master/ServerTraffic.h"
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#include "Background.h"
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#include "master/DashboardMessages.h"
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#include "master/DataChanged.h"
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#include "EmailService.h"
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#include "AuthMiddleware.h"
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#include "DashboardAuthService.h"
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#include "Totp.h"
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#include "Alerts.h"
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#include "DashboardAuthService.h"
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#include "AuthTokenHandler.h"
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#include "ApiKeyService.h"
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#include "ApiKeyRoutes.h"
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#include "JWTUtils.h"
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#include "GeneralUtils.h"
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#include <fstream>
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#include <filesystem>
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namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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dConfig* config = nullptr;
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Game::signal_t lastSignal = 0;
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std::mt19937 randomEngine;
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}
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// Define global server state
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namespace ServerState {
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ServerStatus g_AuthStatus{};
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ServerStatus g_ChatStatus{};
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ServerStatus g_UgcStatus{};
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bool g_UgcEnabled{};
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uint32_t g_UgcPid{};
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std::vector<WorldInstanceInfo> g_WorldInstances{};
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std::vector<WorldInstanceInfo> g_PendingWorlds{};
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std::mutex g_StatusMutex{};
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}
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namespace {
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dServer* g_Server = nullptr;
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// The server list is fetched again every so often: it corrects player counts and drops worlds that crashed
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// without saying so
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std::chrono::steady_clock::time_point g_NextServerListRequest{};
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constexpr auto SERVER_LIST_INTERVAL = std::chrono::seconds(30);
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std::string GetZoneDisplayName(uint32_t mapID) {
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if (mapID == 0) return "Character Select";
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std::string key = "ZoneTable_" + std::to_string(mapID) + "_DisplayDescription";
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const auto& name = Locale::GetPhrase(key);
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if (!name.empty()) return name;
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return "Zone " + std::to_string(mapID);
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}
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/**
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* Load the JWT signing secret: jwt_secret from config if set, otherwise a random secret generated
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* on first start and kept in a file next to the binary so sessions survive restarts.
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*/
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bool InitializeJWTSecret() {
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const auto configured = Game::config->GetValue("jwt_secret");
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if (!configured.empty()) {
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if (configured.size() < 32) {
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LOG("jwt_secret must be at least 32 characters");
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return false;
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}
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JWTUtils::SetSecretKey(configured);
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return JWTUtils::HasSecretKey();
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}
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const auto secretPath = BinaryPathFinder::GetBinaryDir() / "dashboard_jwt_secret";
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std::string secret;
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if (std::ifstream in(secretPath); in) std::getline(in, secret);
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if (secret.size() < 32) {
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secret = JWTUtils::GenerateSecret();
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if (secret.empty()) {
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LOG("Failed to generate a JWT secret");
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return false;
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}
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std::ofstream out(secretPath, std::ios::trunc);
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out << secret;
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out.close();
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std::error_code ec;
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std::filesystem::permissions(secretPath, std::filesystem::perms::owner_read | std::filesystem::perms::owner_write, std::filesystem::perm_options::replace, ec);
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LOG("Generated a new dashboard JWT secret at %s", secretPath.string().c_str());
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}
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JWTUtils::SetSecretKey(secret);
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return JWTUtils::HasSecretKey();
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}
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// Which property a property instance is (clone id), for the world list
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void AddPropertyDetails(WorldInstanceInfo& info) {
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if (info.cloneID == 0) return;
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// The list is refreshed every 30 seconds; look each property up once
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static std::map<std::pair<uint32_t, uint32_t>, WorldInstanceInfo> cache;
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const auto key = std::make_pair(info.mapID, info.cloneID);
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if (const auto it = cache.find(key); it != cache.end()) {
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info.propertyId = it->second.propertyId;
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info.propertyName = it->second.propertyName;
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info.ownerId = it->second.ownerId;
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info.ownerName = it->second.ownerName;
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return;
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}
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try {
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const auto property = Database::Get()->GetPropertyInfo(info.mapID, info.cloneID);
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if (!property) return;
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info.propertyId = std::to_string(property->id);
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info.propertyName = property->name;
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info.ownerId = std::to_string(property->ownerId);
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if (const auto owner = Database::Get()->GetCharacterInfo(property->ownerId)) info.ownerName = owner->name;
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cache[key] = info;
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} catch (const std::exception&) {}
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}
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void OnServerList(const MasterPackets::ServerListResponse& list, const SystemAddress&) {
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std::lock_guard lock(ServerState::g_StatusMutex);
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ServerState::g_AuthStatus.Set(list.authOnline != 0);
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ServerState::g_ChatStatus.Set(list.chatOnline != 0);
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ServerState::g_UgcStatus.Set(list.ugcOnline != 0);
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ServerState::g_UgcEnabled = list.ugcEnabled != 0;
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ServerState::g_UgcPid = list.ugcPid;
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ServerState::g_WorldInstances.clear();
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ServerState::g_PendingWorlds.clear();
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for (const auto& instance : list.instances) {
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WorldInstanceInfo info;
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info.mapID = instance.mapID;
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info.instanceID = instance.instanceID;
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info.cloneID = instance.cloneID;
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info.players = instance.players;
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info.ip = instance.ip.string;
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info.port = instance.port;
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info.isPrivate = instance.isPrivate != 0;
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info.zoneName = GetZoneDisplayName(info.mapID);
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AddPropertyDetails(info);
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using eState = MasterPackets::ServerListResponse::eState;
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if (instance.state == eState::READY) {
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ServerState::g_WorldInstances.push_back(info);
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} else {
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info.state = instance.state == eState::STARTING ? "starting" : "stopping";
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ServerState::g_PendingWorlds.push_back(info);
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}
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}
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LOG_DEBUG("Received server list: auth=%s chat=%s ugc=%s worlds=%u",
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list.authOnline ? "online" : "offline",
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list.chatOnline ? "online" : "offline",
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list.ugcOnline ? "online" : list.ugcEnabled ? "offline" : "off",
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static_cast<uint32_t>(list.instances.size()));
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}
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void OnServerInfo(const MasterPackets::ServerInfo& serverInfo, const SystemAddress&) {
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std::lock_guard lock(ServerState::g_StatusMutex);
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// Master sends "offline" as the address when one goes away
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const bool up = serverInfo.ip.string != "offline";
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switch (serverInfo.serverType) {
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case ServiceType::AUTH:
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ServerState::g_AuthStatus.Set(up);
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break;
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case ServiceType::CHAT:
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ServerState::g_ChatStatus.Set(up);
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break;
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case ServiceType::UGC:
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ServerState::g_UgcStatus.Set(up);
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// Only started when enabled; the pid comes with the next server list
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if (up) ServerState::g_UgcEnabled = true;
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break;
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default:
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break;
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}
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}
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void OnWorldReady(const MasterPackets::WorldReadyInfo& ready, const SystemAddress&) {
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const LWOMAPID zoneID = ready.zoneID;
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const LWOINSTANCEID instanceID = ready.instanceID;
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std::lock_guard lock(ServerState::g_StatusMutex);
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WorldInstanceInfo info;
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info.mapID = zoneID;
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info.instanceID = instanceID;
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info.cloneID = ready.cloneID;
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info.players = 0;
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info.ip = ready.ip.string;
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info.port = ready.port;
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info.isPrivate = ready.isPrivate != 0;
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info.zoneName = GetZoneDisplayName(zoneID);
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AddPropertyDetails(info);
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// Master can report a world more than once (in the server list and when it becomes ready): replace, don't add
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auto& instances = ServerState::g_WorldInstances;
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const auto existing = std::ranges::find_if(instances, [&](const WorldInstanceInfo& w) { return w.mapID == zoneID && w.instanceID == instanceID; });
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if (existing != instances.end()) {
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info.players = existing->players;
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*existing = info;
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} else {
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instances.push_back(info);
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}
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std::erase_if(ServerState::g_PendingWorlds, [&](const WorldInstanceInfo& w) { return w.mapID == zoneID && w.instanceID == instanceID; });
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LOG("World ready: zone %i instance %i", zoneID, instanceID);
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}
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void OnPlayerAdded(const MasterPackets::PlayerAdded& added, const SystemAddress&) {
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std::lock_guard lock(ServerState::g_StatusMutex);
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for (auto& world : ServerState::g_WorldInstances) {
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if (world.mapID == added.zoneID && world.instanceID == added.instanceID) {
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world.players++;
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break;
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}
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}
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}
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void OnPlayerRemoved(const MasterPackets::PlayerRemoved& removed, const SystemAddress&) {
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std::lock_guard lock(ServerState::g_StatusMutex);
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for (auto& world : ServerState::g_WorldInstances) {
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if (world.mapID == removed.zoneID && world.instanceID == removed.instanceID) {
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if (world.players > 0) world.players--;
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break;
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}
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}
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}
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void OnWorldShutDown(const MasterPackets::WorldShutDown& shutDown, const SystemAddress&) {
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const LWOMAPID zoneID = shutDown.zoneID;
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const LWOINSTANCEID instanceID = shutDown.instanceID;
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std::lock_guard lock(ServerState::g_StatusMutex);
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auto& instances = ServerState::g_WorldInstances;
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instances.erase(
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std::remove_if(instances.begin(), instances.end(),
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[zoneID, instanceID](const WorldInstanceInfo& w) {
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return w.mapID == zoneID && w.instanceID == instanceID;
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}),
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instances.end());
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LOG("World shutdown: zone %i instance %i", zoneID, instanceID);
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}
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// Packets from master
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const PacketDispatcher<MessageType::Master>& MasterHandlers() {
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static const auto handlers = [] {
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PacketDispatcher<MessageType::Master> handlers;
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using MessageType::Master;
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handlers.On<MasterPackets::ServerListResponse>(Master::SERVER_LIST_RESPONSE, OnServerList);
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handlers.On<MasterPackets::ServerInfo>(Master::SERVER_INFO, OnServerInfo);
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handlers.On<MasterPackets::WorldReadyInfo>(Master::WORLD_READY, OnWorldReady);
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handlers.On<MasterPackets::PlayerAdded>(Master::PLAYER_ADDED, OnPlayerAdded);
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handlers.On<MasterPackets::PlayerRemoved>(Master::PLAYER_REMOVED, OnPlayerRemoved);
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handlers.On<PlayerPositions>(Master::PLAYER_POSITIONS, [](const PlayerPositions& positions, const SystemAddress&) { LiveWorld::HandlePlayerPositions(positions); });
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handlers.On<MessageCaptureData>(Master::MESSAGE_CAPTURE_DATA, [](const MessageCaptureData& data, const SystemAddress&) { Inspector::HandleData(data); });
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handlers.On<DataChanged>(Master::DATA_CHANGED, [](const DataChanged& changed, const SystemAddress&) { BroadcastDataChanged(changed); });
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handlers.On<PlayerActionResult>(Master::PLAYER_ACTION_RESULT, [](const PlayerActionResult& result, const SystemAddress&) { PlayerActions::HandleResult(result); });
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handlers.On<MasterPackets::WorldShutDown>(Master::SHUTDOWN_RESPONSE, OnWorldShutDown);
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handlers.On<ServerTraffic>(Master::SERVER_TRAFFIC, [](const ServerTraffic& report, const SystemAddress&) { Traffic::Ingest(report); });
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return handlers;
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}();
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return handlers;
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}
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void HandleMasterPacket(Packet* packet) {
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MasterHandlers().Dispatch(packet, ServiceType::MASTER);
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}
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}
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int main(int argc, char** argv) {
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Diagnostics::SetProduceMemoryDump(true);
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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uint32_t maxClients = 999;
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uint32_t ourPort = 2006;
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std::string ourIP = "127.0.0.1";
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// Read config
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Game::config = new dConfig("dashboardconfig.ini");
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// Setup logger
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// Like the other servers: logs/DashboardServer/DashboardServer_<start time>.log
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Server::SetupLogger("DashboardServer_" + std::to_string(time(nullptr)), "DashboardServer");
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if (!Game::logger) return EXIT_FAILURE;
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Game::config->LogSettings();
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LOG("Starting Dashboard Server");
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// Load settings
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if (Game::config->GetValue("max_clients") != "")
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maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "")
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ourPort = std::atoi(Game::config->GetValue("port").c_str());
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if (Game::config->GetValue("listen_ip") != "")
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ourIP = Game::config->GetValue("listen_ip");
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// Connect to CDClient database
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try {
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const std::string cdclientPath = BinaryPathFinder::GetBinaryDir() / "resServer/CDServer.sqlite";
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CDClientDatabase::Connect(cdclientPath);
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} catch (std::exception& ex) {
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LOG("Failed to connect to CDClient database: %s", ex.what());
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return EXIT_FAILURE;
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}
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// Connect to the database
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try {
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Database::Connect();
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} catch (std::exception& ex) {
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LOG("Failed to connect to the database: %s", ex.what());
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return EXIT_FAILURE;
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}
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// Settings edited on the dashboard (server_config table) are layered over the files from here on
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Game::config->SetDatabaseSync(ConfigSync::Sync);
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// Load locale translations
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std::string clientPath = Game::config->GetValue("client_location");
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if (!clientPath.empty()) {
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std::string localePath = clientPath + "/locale/locale.xml";
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Locale::LoadFromFile(localePath);
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}
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// Get master info from database
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std::string masterIP = "localhost";
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uint32_t masterPort = 1000;
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std::string masterPassword;
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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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masterPassword = masterInfo->password;
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}
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// Setup network server for communicating with Master. It needs its own UDP ports (net_port and the one after):
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// reusing the web port would take chat's master connection port (chat_server_port + 1 = 2006 by default).
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const auto netPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("net_port")).value_or(2010);
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g_Server = new dServer(
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masterIP,
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netPort,
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0,
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maxClients,
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false,
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false,
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Game::logger,
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masterIP,
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masterPort,
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ServiceType::DASHBOARD, // Connect as dashboard to master
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Game::config,
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&Game::lastSignal,
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masterPassword
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);
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Game::server = g_Server;
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// What the worker threads read from the CDClient and the settings, read now on this thread: workers never query
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// the CDClient, read settings or touch the network (RakNet and mongoose are the main thread's)
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{
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const auto start = std::chrono::steady_clock::now();
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ClientAssets::Preload();
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UgcRoutes::Preload();
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PreloadZoneData();
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Scenery::Preload();
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WorldView::Preload();
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ZoneNames();
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LOG("Read the client data for the 3D views in %lld ms", static_cast<long long>(std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - start).count()));
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}
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Workers::Start();
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|
|
// Initialize web server
|
|
if (!Game::web.Startup(ourIP, ourPort)) {
|
|
LOG("Failed to start web server on %s:%d", ourIP.c_str(), ourPort);
|
|
return EXIT_FAILURE;
|
|
}
|
|
|
|
if (!InitializeJWTSecret()) {
|
|
LOG("Dashboard authentication could not be initialized; refusing to start");
|
|
return EXIT_FAILURE;
|
|
}
|
|
|
|
Game::web.SetDefaultHeaders({
|
|
"X-Content-Type-Options: nosniff",
|
|
"X-Frame-Options: DENY",
|
|
"Referrer-Policy: same-origin",
|
|
"Cache-Control: no-store",
|
|
// Pages use inline scripts and styles, so this mainly limits where code, connections and forms can go
|
|
"Content-Security-Policy: default-src 'self'; "
|
|
"script-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com https://cdn.datatables.net https://cdn.jsdelivr.net; "
|
|
"style-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com https://cdn.datatables.net; "
|
|
"img-src 'self' data: blob:; font-src 'self' data: https://cdnjs.cloudflare.com; connect-src 'self'; "
|
|
"object-src 'none'; base-uri 'self'; form-action 'self'; frame-ancestors 'none'"
|
|
});
|
|
|
|
// WebSocket connections carry the session cookie; the level gates which topics they may receive
|
|
// Also called again for open sockets every minute and when an account changes (BroadcastTableChanged("accounts"))
|
|
Game::web.SetWSAuthCallback([](const std::string& token) -> std::optional<WSAuth> {
|
|
// An API key: its owner as of now, and its scope for the subscriptions
|
|
if (ApiKeyService::LooksLikeKey(token)) {
|
|
const auto key = ApiKeyService::Verify(token);
|
|
if (!key) return std::nullopt;
|
|
if (key->needsTwoFactorSetup) return WSAuth{ 0, key->accountId, key->scope };
|
|
return WSAuth{ key->gmLevel, key->accountId, key->scope };
|
|
}
|
|
const auto result = AuthTokenHandler::ValidateToken(token);
|
|
if (!result.isValid) return std::nullopt;
|
|
// Until required two-factor login is set up the session only reaches its own account page
|
|
if (DashboardAuthService::NeedsTwoFactorSetup(result.accountId, result.gmLevel)) return WSAuth{ 0, result.accountId };
|
|
return WSAuth{ result.gmLevel, result.accountId };
|
|
});
|
|
|
|
if (!Totp::LoadKey()) LOG("Two-factor login is unavailable: no usable key");
|
|
EmailService::Initialize();
|
|
Alerts::Initialize();
|
|
Background::Initialize();
|
|
RegisterEconomyTasks();
|
|
RegisterMaintenanceTasks();
|
|
RegisterBackupTask();
|
|
RegisterReportViewTask();
|
|
RegisterCharacterTasks();
|
|
Inspector::Initialize();
|
|
Scheduler::Initialize();
|
|
|
|
// Register global middleware
|
|
Game::web.AddGlobalMiddleware(std::make_shared<AuthMiddleware>());
|
|
|
|
// Register routes in order: API, Static, Auth, WebSocket, Dashboard (dashboard MUST be last)
|
|
RegisterAPIRoutes();
|
|
RegisterStaticRoutes();
|
|
RegisterAuthRoutes();
|
|
RegisterAccountRoutes();
|
|
RegisterClientAssetRoutes();
|
|
RegisterMaintenanceRoutes();
|
|
RegisterReportRoutes();
|
|
RegisterSecurityRoutes();
|
|
RegisterWebhookRoutes();
|
|
RegisterEconomyJobRoutes();
|
|
Scheduler::RegisterRoutes();
|
|
RegisterBackupRoutes();
|
|
RegisterReportViewRoutes();
|
|
RegisterCharacterToolRoutes();
|
|
RegisterCharacterRestoreRoutes();
|
|
RegisterMissionToolRoutes();
|
|
RegisterCharacterProgressRoutes();
|
|
RegisterServerRoutes();
|
|
RegisterLeaderboardRoutes();
|
|
ApiKeyRoutes::RegisterRoutes();
|
|
RequireAuthMiddleware::SetApiAccessCheck([](uint8_t gmLevel) { return Permissions::Allowed(gmLevel, "api_access"); });
|
|
RequireAuthMiddleware::SetForbiddenPage([](const HTTPContext& context, HTTPReply& reply) {
|
|
RouteUtils::RenderError(reply, context, eHTTPStatusCode::FORBIDDEN, "You don't have permission to open this page.");
|
|
});
|
|
Game::web.SetWSApiAccessCallback([](uint8_t gmLevel) { return Permissions::Allowed(gmLevel, "api_access"); });
|
|
RegisterVanityRoutes();
|
|
RegisterChatRoutes();
|
|
RegisterStrikeRoutes();
|
|
RegisterModerationToolRoutes();
|
|
ModeratorHelper::RegisterRoutes();
|
|
LiveWorld::RegisterRoutes();
|
|
Inspector::RegisterRoutes();
|
|
RegisterCDClientBrowserRoutes();
|
|
RegisterSettingsRoutes();
|
|
SettingsHistory::RegisterRoutes();
|
|
Announcements::RegisterRoutes();
|
|
EventsCalendar::RegisterRoutes();
|
|
LiveEventRoutes::RegisterRoutes();
|
|
ChallengeRoutes::RegisterRoutes();
|
|
InstanceLoad::RegisterRoutes();
|
|
WorldView::RegisterRoutes();
|
|
Scenery::RegisterRoutes();
|
|
PrometheusMetrics::RegisterRoutes();
|
|
Traffic::RegisterRoutes();
|
|
RegisterPublicRoutes();
|
|
RegisterShowcaseRoutes();
|
|
FeaturedProperties::RegisterRoutes();
|
|
ContrabandRoutes::RegisterRoutes();
|
|
UgcRoutes::RegisterRoutes();
|
|
UgcLinks::RegisterRoutes();
|
|
PropertyRentRoutes::RegisterRoutes();
|
|
RegisterPasswordRecoveryRoutes();
|
|
RegisterWSRoutes();
|
|
RegisterDashboardRoutes(); // Must be last - catches all unmatched routes
|
|
|
|
LOG("Dashboard Server started successfully on %s:%d", ourIP.c_str(), ourPort);
|
|
LOG("Connected to Master Server at %s:%d", masterIP.c_str(), masterPort);
|
|
|
|
// Main loop
|
|
auto lastTime = std::chrono::high_resolution_clock::now();
|
|
auto lastBroadcast = lastTime;
|
|
auto currentTime = lastTime;
|
|
constexpr float deltaTime = 1.0f / 60.0f; // 60 FPS
|
|
const float broadcastInterval = GeneralUtils::TryParse<float>(Game::config->GetValue("broadcast_interval")).value_or(2000.0f);
|
|
|
|
while (!Game::ShouldShutdown()) {
|
|
// The web server runs every pass, not just once per tick: a request takes several polls (accept, read,
|
|
// reply), and waiting a tick between each capped the dashboard at a few dozen requests a second.
|
|
// The poll's wait for network traffic is also this loop's sleep.
|
|
Game::web.ReceiveRequests(2);
|
|
|
|
currentTime = std::chrono::high_resolution_clock::now();
|
|
const auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastTime).count();
|
|
const auto elapsedSinceBroadcast = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastBroadcast).count();
|
|
|
|
if (elapsed >= 1000.0f / 60.0f) {
|
|
Packet* packet = g_Server->ReceiveFromMaster();
|
|
while (packet) {
|
|
HandleMasterPacket(packet);
|
|
g_Server->DeallocateMasterPacket(packet);
|
|
packet = g_Server->ReceiveFromMaster();
|
|
}
|
|
|
|
// Only once the master link is up; sent earlier, the request is dropped and auth/chat look offline
|
|
if (g_Server->GetIsConnectedToMaster() && std::chrono::steady_clock::now() >= g_NextServerListRequest) {
|
|
MasterPackets::SendToMaster(MasterPackets::RequestServerList());
|
|
g_NextServerListRequest = std::chrono::steady_clock::now() + SERVER_LIST_INTERVAL;
|
|
}
|
|
|
|
PlayerActions::Update();
|
|
EmailService::Update();
|
|
Alerts::Update();
|
|
Background::Update();
|
|
ModeratorHelper::Update();
|
|
Scheduler::Update();
|
|
ServerRoutes::Update();
|
|
LiveWorld::Update();
|
|
Inspector::Update();
|
|
Announcements::Update();
|
|
EventsCalendar::Update();
|
|
LiveEventRoutes::Update();
|
|
ChallengeRoutes::Update();
|
|
InstanceLoad::Update();
|
|
Traffic::Update();
|
|
ApiKeyService::Update();
|
|
|
|
// Broadcast dashboard updates periodically
|
|
if (elapsedSinceBroadcast >= broadcastInterval) {
|
|
BroadcastDashboardUpdate();
|
|
lastBroadcast = currentTime;
|
|
}
|
|
|
|
lastTime = currentTime;
|
|
}
|
|
|
|
}
|
|
|
|
// Cleanup: the worker threads first (they answer deferred requests), then the web server's connections
|
|
Workers::Stop();
|
|
Game::web.Shutdown();
|
|
ApiKeyService::Flush();
|
|
Inspector::Shutdown();
|
|
EmailService::Shutdown();
|
|
ModeratorHelper::Shutdown();
|
|
Background::Shutdown();
|
|
Alerts::Shutdown();
|
|
Database::Destroy("DashboardServer");
|
|
delete g_Server;
|
|
g_Server = nullptr;
|
|
Game::server = nullptr;
|
|
delete Game::logger;
|
|
Game::logger = nullptr;
|
|
delete Game::config;
|
|
Game::config = nullptr;
|
|
|
|
return EXIT_SUCCESS;
|
|
}
|
|
|
|
|