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Every MASTER service packet is now an LUBitStream struct (docs/PacketArchitecture.md, PR 14) and the master server's switch is a dispatch map (PacketDispatcher), as are the master handlers of the world, chat and dashboard servers. - dNet/MasterPackets.h: RequestZoneTransfer, RequestZoneTransferResponse, ServerInfo, RequestSessionKey, SetSessionKey, SessionKeyResponse, NewSessionAlert, PlayerAdded / PlayerRemoved, CreatePrivateZone, RequestPrivateZone (passwords still cut to 50 characters when read), WorldReady, WorldReadyInfo (WORLD_READY to the dashboard), PrepZone, Shutdown, ShutdownResponse, WorldShutDown (SHUTDOWN_RESPONSE to the dashboard), ShutdownUniverse, AffirmTransferRequest/Response, RequestServerList, ServerListResponse, DashboardShutdown, ConfigReload, InstanceShutdown. The Send* functions are gone; MasterPackets::SendToMaster(msg) and SendTo(sysAddr, msg) send a struct. - The dashboard and instance migration structs (PlayerAction, DataChanged, Dashboard messages, MessageCapture, InstanceMigration) are LUBitStreams of the MASTER service now and moved to dNet/master/, included by MasterPackets.h. Their payloads are unchanged; master forwards them by re-serializing the struct instead of copying raw bytes. - InstanceManager, ZoneInstanceManager, MigrationCoordinator, dServer (server info, zone transfer response), auth (SET_SESSION_KEY), the world (session keys, player added and removed, world ready, shutdown response, affirmations, prep zone, shutdown universe) and the dashboard (server list, instance shutdown, config reload, announcements, player actions, message capture) send and read structs. - The login stamps are a `stamps` field of RequestZoneTransfer and RequestZoneTransferResponse (read leniently as before: a message without them reads as empty); master adds its stamps in the REQUEST_ZONE_TRANSFER handler and when it answers, as it did. - InstanceManager::GetInstanceBySysAddr takes a const address. Verified: tests/dGameTests/dNetTests/Legacy/MasterPacketsLegacy.h is a verbatim copy of the old writers and readers; MasterPacketsTests requires identical bytes for a grid of inputs, checks the old readers read what the structs write, round trips and truncation, hand written golden packets, that zone transfers without stamps still read, that the dashboard/migration structs write what "header + Serialize" wrote, and that the dispatcher drops truncated packets. No wire bytes changed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
98 lines
3.2 KiB
C++
98 lines
3.2 KiB
C++
#include "DashboardNotify.h"
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#include "MasterPackets.h"
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#include <chrono>
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#include <set>
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#include "BitStreamUtils.h"
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#include "master/DataChanged.h"
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#include "Game.h"
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#include "dServer.h"
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#include "MessageType/Master.h"
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#include "ServiceType.h"
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#include "master/DashboardMessages.h"
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#include "PlayerManager.h"
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#include "Entity.h"
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#include "Character.h"
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#include "dZoneManager.h"
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#include "GameMessages.h"
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#include "ChatPackets.h"
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#include "Amf3.h"
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#include "GeneralUtils.h"
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namespace {
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constexpr auto SEND_INTERVAL = std::chrono::milliseconds(500);
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constexpr auto POSITION_INTERVAL = std::chrono::seconds(1);
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std::chrono::steady_clock::time_point g_LastPositions{};
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bool g_HadPlayers = false;
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std::set<std::pair<std::string, LWOOBJID>> g_Pending;
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std::chrono::steady_clock::time_point g_LastSend{};
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}
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namespace DashboardNotify {
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void Changed(const std::string& table, LWOOBJID id) {
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if (g_Pending.size() >= DataChanged::MAX_ENTRIES) return; // a burst this big reaches the dashboard's own check anyway
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g_Pending.emplace(table, id);
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}
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void Flush(bool force) {
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if (g_Pending.empty() || !Game::server) return;
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const auto now = std::chrono::steady_clock::now();
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if (!force && now - g_LastSend < SEND_INTERVAL) return;
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g_LastSend = now;
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DataChanged message;
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for (const auto& [table, id] : g_Pending) message.entries.push_back({ table, id });
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g_Pending.clear();
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MasterPackets::SendToMaster(message);
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}
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}
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namespace DashboardNotify {
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void SendPlayerPositions(uint32_t instanceId) {
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if (!Game::server || !Game::zoneManager) return;
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const auto now = std::chrono::steady_clock::now();
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if (now - g_LastPositions < POSITION_INTERVAL) return;
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g_LastPositions = now;
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const auto& players = PlayerManager::GetAllPlayers();
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// Once more after the last player leaves, so the dashboard clears this world
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if (players.empty() && !g_HadPlayers) return;
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g_HadPlayers = !players.empty();
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PlayerPositions message;
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const auto zone = Game::zoneManager->GetZoneID();
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message.zoneId = zone.GetMapID();
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message.instanceId = instanceId;
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message.cloneId = zone.GetCloneID();
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for (const auto* player : players) {
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const auto* character = player ? player->GetCharacter() : nullptr;
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if (!character) continue;
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const auto position = player->GetPosition();
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message.players.push_back({ character->GetID(), position.x, position.y, position.z });
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}
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MasterPackets::SendToMaster(message);
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}
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std::string ChatLine(const std::string& title, const std::string& message) {
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if (title.empty()) return message;
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const char last = title.back();
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const bool punctuated = last == '!' || last == '?' || last == '.' || last == ':';
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return title + (punctuated ? " " : ": ") + message;
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}
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void Announce(const std::string& title, const std::string& message) {
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AMFArrayValue args;
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args.Insert("title", title);
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args.Insert("message", message);
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GameMessages::SendUIMessageServerToAllClients("ToggleAnnounce", args);
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// Also in chat, for anyone who closes the popup without reading it
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const auto text = GeneralUtils::UTF8ToUTF16(ChatLine(title, message));
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for (const auto* player : PlayerManager::GetAllPlayers()) {
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if (player) ChatPackets::SendSystemMessage(player->GetSystemAddress(), text);
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}
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}
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}
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