mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 23:17:28 +00:00
798 lines
22 KiB
C++
798 lines
22 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 "Diagnostics.h"
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#include "dCommonVars.h"
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#include "dConfig.h"
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#include "dLogger.h"
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#include "dServer.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 "dMessageIdentifiers.h"
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namespace Game {
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dLogger* logger;
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dServer* server;
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InstanceManager* im;
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dConfig* config;
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} //namespace Game
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bool shutdownSequenceStarted = false;
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void ShutdownSequence();
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int FinalizeShutdown();
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dLogger* 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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bool shouldShutdown = false;
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SystemAddress chatServerMasterPeerSysAddr;
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int main(int argc, char** argv) {
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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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//Triggers the shutdown sequence at application exit
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std::atexit(ShutdownSequence);
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signal(SIGINT, [](int) { ShutdownSequence(); });
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signal(SIGTERM, [](int) { ShutdownSequence(); });
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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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Game::logger->Log("MasterServer", "Starting Master server...\n");
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Game::logger->Log("MasterServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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Game::logger->Log("MasterServer", "Compiled on: %s\n", __TIMESTAMP__);
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//Read our config:
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dConfig config("masterconfig.ini");
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Game::config = &config;
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Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
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Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
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//Check CDClient exists
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const std::string cdclient_path = "./res/CDServer.sqlite";
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std::ifstream cdclient_fd(cdclient_path);
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if (!cdclient_fd.good()) {
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Game::logger->Log("WorldServer", "%s could not be opened\n", cdclient_path.c_str());
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return EXIT_FAILURE;
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}
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cdclient_fd.close();
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//Connect to CDClient
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try {
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CDClientDatabase::Connect(cdclient_path);
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} catch (CppSQLite3Exception& e) {
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Game::logger->Log("WorldServer", "Unable to connect to CDServer SQLite Database\n");
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Game::logger->Log("WorldServer", "Error: %s\n", e.errorMessage());
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Game::logger->Log("WorldServer", "Error Code: %i\n", e.errorCode());
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return EXIT_FAILURE;
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}
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//Get CDClient initial information
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try {
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CDClientManager::Instance()->Initialize();
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} catch (CppSQLite3Exception& e) {
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Game::logger->Log("WorldServer", "Failed to initialize CDServer SQLite Database\n");
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Game::logger->Log("WorldServer", "May be caused by corrupted file: %s\n", cdclient_path.c_str());
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Game::logger->Log("WorldServer", "Error: %s\n", e.errorMessage());
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Game::logger->Log("WorldServer", "Error Code: %i\n", e.errorCode());
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return EXIT_FAILURE;
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}
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//Connect to the MySQL Database
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std::string mysql_host = config.GetValue("mysql_host");
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std::string mysql_database = config.GetValue("mysql_database");
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std::string mysql_username = config.GetValue("mysql_username");
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std::string mysql_password = config.GetValue("mysql_password");
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try {
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Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
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} catch (sql::SQLException& ex) {
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Game::logger->Log("MasterServer", "Got an error while connecting to the database: %s\n", ex.what());
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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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//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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auto* statement = Database::CreatePreppedStmt("INSERT INTO accounts (name, password, ""gm_level) VALUES (?, ?, ?);");
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statement->setString(1, username);
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statement->setString(2, std::string(hash, BCRYPT_HASHSIZE).c_str());
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statement->setInt(3, 9);
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statement->execute();
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delete statement;
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std::cout << "Account created successfully!\n";
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Database::Destroy("MasterServer");
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delete Game::logger;
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return EXIT_SUCCESS;
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}
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int maxClients = 999;
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int ourPort = 1000;
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if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
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if (config.GetValue("port") != "") ourPort = std::stoi(config.GetValue("port"));
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Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master);
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//Query for the database for a server labeled "master"
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auto* masterLookupStatement = Database::CreatePreppedStmt("SELECT id FROM `servers` WHERE `name` = 'master'");
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auto* result = masterLookupStatement->executeQuery();
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auto master_server_ip = 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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//If we found a server, update it's IP and port to the current one.
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if (result->next()) {
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auto* updateStatement = Database::CreatePreppedStmt("UPDATE `servers` SET `ip` = ?, `port` = ? WHERE `id` = ?");
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updateStatement->setString(1, master_server_ip);
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updateStatement->setInt(2, Game::server->GetPort());
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updateStatement->setInt(3, result->getInt("id"));
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updateStatement->execute();
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delete updateStatement;
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}
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else {
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//If we didn't find a server, create one.
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auto* insertStatement = Database::CreatePreppedStmt("INSERT INTO `servers` (`name`, `ip`, `port`, `state`, `version`) VALUES ('master', ?, ?, 0, 171023)");
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insertStatement->setString(1, master_server_ip);
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insertStatement->setInt(2, Game::server->GetPort());
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insertStatement->execute();
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delete insertStatement;
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}
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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 (config.GetValue("prestart_servers") != "" && config.GetValue("prestart_servers") == "1") {
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StartChatServer();
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Game::im->GetInstance(0, false, 0)->SetIsReady(true);
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Game::im->GetInstance(1000, false, 0)->SetIsReady(true);
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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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int framesSinceLastFlush = 0;
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int framesSinceLastSQLPing = 0;
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int 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 >= 900) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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}
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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 >= 40000) {
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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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int masterPort;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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masterIP = res->getString(1).c_str();
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masterPort = res->getInt(2);
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}
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delete res;
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delete stmt;
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framesSinceLastSQLPing = 0;
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}
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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 (shouldShutdown) {
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if (framesSinceKillUniverseCommand >= 40000) {
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//Break main loop and exit
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break;
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}
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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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}
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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 == 1000) {
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instance->Shutdown();
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instance->SetShutdownComplete(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(highFrameRate);
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std::this_thread::sleep_until(t);
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}
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FinalizeShutdown();
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exit(EXIT_SUCCESS);
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return EXIT_SUCCESS;
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}
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dLogger* SetupLogger() {
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std::string logPath =
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"./logs/MasterServer_" + std::to_string(time(nullptr)) + ".log";
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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 dLogger(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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Game::logger->Log("MasterServer", "A server has disconnected\n");
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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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Game::im->RemoveInstance(instance); //Delete the old
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}
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if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) {
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StartChatServer();
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}
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}
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if (packet->data[0] == ID_CONNECTION_LOST) {
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Game::logger->Log("MasterServer", "A server has lost the connection\n");
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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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LWOZONEID zoneID = instance->GetZoneID(); //Get the zoneID so we can recreate a server
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Game::im->RemoveInstance(instance); //Delete the old
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//Game::im->GetInstance(zoneID.GetMapID(), false, 0); //Create the new
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}
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if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) {
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StartChatServer();
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}
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}
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if (packet->data[1] == MASTER) {
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switch (packet->data[3]) {
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case MSG_MASTER_REQUEST_PERSISTENT_ID: {
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Game::logger->Log("MasterServer", "A persistent ID req\n");
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RakNet::BitStream inStream(packet->data, packet->length, false);
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uint64_t header = inStream.Read(header);
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uint64_t requestID = 0;
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inStream.Read(requestID);
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uint32_t objID = ObjectIDManager::Instance()->GeneratePersistentID();
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MasterPackets::SendPersistentIDResponse(Game::server, packet->systemAddress, requestID, objID);
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break;
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}
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case MSG_MASTER_REQUEST_ZONE_TRANSFER: {
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Game::logger->Log("MasterServer","Received zone transfer req\n");
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RakNet::BitStream inStream(packet->data, packet->length, false);
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uint64_t header = inStream.Read(header);
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uint64_t requestID = 0;
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uint8_t mythranShift = false;
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uint32_t zoneID = 0;
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uint32_t zoneClone = 0;
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inStream.Read(requestID);
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inStream.Read(mythranShift);
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inStream.Read(zoneID);
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inStream.Read(zoneClone);
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Instance* in = Game::im->GetInstance(zoneID, false, zoneClone);
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for (auto* instance : Game::im->GetInstances()) {
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Game::logger->Log("MasterServer", "Instance: %i/%i/%i -> %i\n",instance->GetMapID(), instance->GetCloneID(),instance->GetInstanceID(), instance == in);
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}
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if (!in->GetIsReady()) //Instance not ready, make a pending request
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{
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in->GetPendingRequests().push_back({ requestID, static_cast<bool>(mythranShift), packet->systemAddress });
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Game::logger->Log("MasterServer", "Server not ready, adding pending request %llu %i %i\n", requestID, zoneID, zoneClone);
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break;
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}
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//Instance is ready, transfer
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Game::logger->Log("MasterServer", "Responding to transfer request %llu for zone %i %i\n", requestID, zoneID, zoneClone);
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Game::im->RequestAffirmation(in, { requestID, static_cast<bool>(mythranShift), packet->systemAddress });
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break;
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}
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case MSG_MASTER_SERVER_INFO: {
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//MasterPackets::HandleServerInfo(packet);
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//This is here because otherwise we'd have to include IM in
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//non-master servers. This packet allows us to add World
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//servers back if master crashed
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RakNet::BitStream inStream(packet->data, packet->length, false);
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uint64_t header = inStream.Read(header);
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uint32_t theirPort = 0;
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uint32_t theirZoneID = 0;
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uint32_t theirInstanceID = 0;
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ServerType theirServerType;
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std::string theirIP = "";
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inStream.Read(theirPort);
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inStream.Read(theirZoneID);
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inStream.Read(theirInstanceID);
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inStream.Read(theirServerType);
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theirIP = PacketUtils::ReadString(24, packet, false); //24 is the current offset
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if (theirServerType == ServerType::World && !Game::im->IsPortInUse(theirPort)) {
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Instance* in = new Instance(theirIP, theirPort, theirZoneID, theirInstanceID, 0, 12, 12);
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SystemAddress copy;
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copy.binaryAddress = packet->systemAddress.binaryAddress;
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copy.port = packet->systemAddress.port;
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in->SetSysAddr(copy);
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Game::im->AddInstance(in);
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}
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else {
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auto instance = Game::im->FindInstance(
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theirZoneID, static_cast<uint16_t>(theirInstanceID));
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if (instance) {
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instance->SetSysAddr(packet->systemAddress);
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}
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}
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if (theirServerType == ServerType::Chat) {
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SystemAddress copy;
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copy.binaryAddress = packet->systemAddress.binaryAddress;
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copy.port = packet->systemAddress.port;
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chatServerMasterPeerSysAddr = copy;
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}
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Game::logger->Log("MasterServer", "Received server info, instance: %i port: %i\n", theirInstanceID, theirPort);
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break;
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}
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case MSG_MASTER_SET_SESSION_KEY: {
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RakNet::BitStream inStream(packet->data, packet->length, false);
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uint64_t header = inStream.Read(header);
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uint32_t sessionKey = 0;
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std::string username;
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inStream.Read(sessionKey);
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username = PacketUtils::ReadString(12, packet, false);
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for (auto it : activeSessions) {
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if (it.second == username) {
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activeSessions.erase(it.first);
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CBITSTREAM;
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PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_NEW_SESSION_ALERT);
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bitStream.Write(sessionKey);
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bitStream.Write(RakNet::RakString(username.c_str()));
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SEND_PACKET_BROADCAST;
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break;
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}
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}
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activeSessions.insert(std::make_pair(sessionKey, username));
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Game::logger->Log("MasterServer", "Got sessionKey %i for user %s\n", sessionKey, username.c_str());
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break;
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}
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case MSG_MASTER_REQUEST_SESSION_KEY: {
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RakNet::BitStream inStream(packet->data, packet->length, false);
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uint64_t header = inStream.Read(header);
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std::string username = PacketUtils::ReadString(8, packet, false);
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for (auto key : activeSessions) {
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if (key.second == username) {
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CBITSTREAM;
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PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SESSION_KEY_RESPONSE);
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bitStream.Write(key.first);
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PacketUtils::WriteString(bitStream, key.second, 64);
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Game::server->Send(&bitStream, packet->systemAddress, false);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case MSG_MASTER_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?\n");
|
|
}
|
|
break;
|
|
}
|
|
|
|
case MSG_MASTER_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 MSG_MASTER_CREATE_PRIVATE_ZONE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
uint32_t mapId;
|
|
LWOCLONEID cloneId;
|
|
RakNet::RakString password;
|
|
|
|
inStream.Read(mapId);
|
|
inStream.Read(cloneId);
|
|
inStream.Read(password);
|
|
|
|
Game::im->CreatePrivateInstance(mapId, cloneId,
|
|
password.C_String());
|
|
|
|
break;
|
|
}
|
|
|
|
case MSG_MASTER_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;
|
|
|
|
RakNet::RakString password;
|
|
|
|
inStream.Read(requestID);
|
|
inStream.Read(mythranShift);
|
|
inStream.Read(password);
|
|
|
|
auto* instance = Game::im->FindPrivateInstance(password.C_String());
|
|
|
|
Game::logger->Log( "MasterServer", "Join private zone: %llu %d %s %p\n", requestID, mythranShift, password.C_String(), 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 MSG_MASTER_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);
|
|
|
|
Game::logger->Log("MasterServer", "Got world ready %i %i\n",zoneID, instanceID);
|
|
|
|
auto* instance = Game::im->FindInstance(zoneID, instanceID);
|
|
|
|
if (instance == nullptr) {
|
|
Game::logger->Log("MasterServer","Failed to find zone to ready\n");
|
|
return;
|
|
}
|
|
|
|
Game::logger->Log("MasterServer", "Ready zone %i\n", zoneID);
|
|
Game::im->ReadyInstance(instance);
|
|
break;
|
|
}
|
|
|
|
case MSG_MASTER_PREP_ZONE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
int zoneID;
|
|
inStream.Read(zoneID);
|
|
|
|
Game::logger->Log("MasterServer", "Prepping zone %i\n", zoneID);
|
|
Game::im->GetInstance(zoneID, false, 0);
|
|
break;
|
|
}
|
|
|
|
case MSG_MASTER_AFFIRM_TRANSFER_RESPONSE: {
|
|
RakNet::BitStream inStream(packet->data, packet->length, false);
|
|
uint64_t header = inStream.Read(header);
|
|
|
|
uint64_t requestID;
|
|
|
|
inStream.Read(requestID);
|
|
|
|
Game::logger->Log("MasterServer","Got affirmation of transfer %llu\n",requestID);
|
|
|
|
auto* instance =Game::im->GetInstanceBySysAddr(packet->systemAddress);
|
|
|
|
if (instance == nullptr)
|
|
return;
|
|
|
|
Game::im->AffirmTransfer(instance, requestID);
|
|
Game::logger->Log("MasterServer", "Affirmation complete %llu\n",requestID);
|
|
break;
|
|
}
|
|
|
|
case MSG_MASTER_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;
|
|
}
|
|
|
|
Game::logger->Log("MasterServer", "Got shutdown response\n");
|
|
instance->SetShutdownComplete(true);
|
|
break;
|
|
}
|
|
|
|
case MSG_MASTER_SHUTDOWN_UNIVERSE: {
|
|
Game::logger->Log("MasterServer","Received shutdown universe command, shutting down in 10 minutes.\n");
|
|
shouldShutdown = true;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
Game::logger->Log("MasterServer","Unknown master packet ID from server: %i\n",packet->data[3]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void StartChatServer() {
|
|
#ifdef __APPLE__
|
|
//macOS doesn't need sudo to run on ports < 1024
|
|
system("./ChatServer&");
|
|
#elif _WIN32
|
|
system("start ./ChatServer.exe");
|
|
#else
|
|
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
|
|
system("sudo ./ChatServer&");
|
|
}
|
|
else {
|
|
system("./ChatServer&");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void StartAuthServer() {
|
|
#ifdef __APPLE__
|
|
system("./AuthServer&");
|
|
#elif _WIN32
|
|
system("start ./AuthServer.exe");
|
|
#else
|
|
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
|
|
system("sudo ./AuthServer&");
|
|
}
|
|
else {
|
|
system("./AuthServer&");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ShutdownSequence() {
|
|
if (shutdownSequenceStarted) {
|
|
return;
|
|
}
|
|
|
|
shutdownSequenceStarted = true;
|
|
|
|
if (Game::im) {
|
|
for (auto* instance : Game::im->GetInstances()) {
|
|
if (instance == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
instance->Shutdown();
|
|
}
|
|
}
|
|
|
|
auto* objIdManager = ObjectIDManager::TryInstance();
|
|
if (objIdManager != nullptr) {
|
|
objIdManager->SaveToDatabase();
|
|
Game::logger->Log("MasterServer", "Saved ObjectIDTracker to DB\n");
|
|
}
|
|
|
|
auto t = std::chrono::high_resolution_clock::now();
|
|
auto ticks = 0;
|
|
|
|
if (!Game::im) {
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|
|
Game::logger->Log("MasterServer", "Attempting to shutdown instances, max 60 seconds...\n");
|
|
|
|
while (true) {
|
|
|
|
auto packet = Game::server->Receive();
|
|
if (packet) {
|
|
HandlePacket(packet);
|
|
Game::server->DeallocatePacket(packet);
|
|
packet = nullptr;
|
|
}
|
|
|
|
auto done = true;
|
|
|
|
for (auto* instance : Game::im->GetInstances()) {
|
|
if (instance == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
if (!instance->GetShutdownComplete()) {
|
|
done = false;
|
|
}
|
|
}
|
|
|
|
if (done) {
|
|
Game::logger->Log("MasterServer", "Finished shutting down MasterServer!\n");
|
|
break;
|
|
}
|
|
|
|
t += std::chrono::milliseconds(highFrameRate);
|
|
std::this_thread::sleep_until(t);
|
|
|
|
ticks++;
|
|
|
|
if (ticks == 600 * 6) {
|
|
Game::logger->Log("MasterServer", "Finished shutting down by timeout!\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
FinalizeShutdown();
|
|
}
|
|
|
|
int FinalizeShutdown() {
|
|
//Delete our objects here:
|
|
Database::Destroy("MasterServer");
|
|
delete Game::im;
|
|
delete Game::server;
|
|
delete Game::logger;
|
|
|
|
exit(EXIT_SUCCESS);
|
|
return EXIT_SUCCESS;
|
|
} |