mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 22:13:35 +00:00
99e7349f6c
* feat: showall, findplayer, get/openhttpmoninfo http monitor info is planned to be used later, just putting in info that i've since reverse engineered and don't want lost Additionally add debug world packet for duture dev use Tested all new commands and variation of command arguments * fix missing newline at eofs * address most feedback * Compormise and use struct with (de)serialize * remove httpmoninfo commands
346 lines
11 KiB
C++
346 lines
11 KiB
C++
#include <iostream>
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#include <string>
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#include <chrono>
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#include <thread>
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//DLU Includes:
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#include "dCommonVars.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "dChatFilter.h"
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#include "Diagnostics.h"
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#include "AssetManager.h"
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#include "BinaryPathFinder.h"
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#include "eConnectionType.h"
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#include "PlayerContainer.h"
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#include "ChatPacketHandler.h"
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#include "eChatMessageType.h"
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#include "eWorldMessageType.h"
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#include "ChatIgnoreList.h"
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#include "StringifiedEnum.h"
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#include "Game.h"
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#include "Server.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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#include "MessageIdentifiers.h"
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namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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dConfig* config = nullptr;
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dChatFilter* chatFilter = nullptr;
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AssetManager* assetManager = nullptr;
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Game::signal_t lastSignal = 0;
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std::mt19937 randomEngine;
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PlayerContainer playerContainer;
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}
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void HandlePacket(Packet* packet);
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int main(int argc, char** argv) {
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constexpr uint32_t chatFramerate = mediumFramerate;
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constexpr uint32_t chatFrameDelta = mediumFrameDelta;
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Diagnostics::SetProcessName("Chat");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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Game::config = new dConfig("chatconfig.ini");
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//Create all the objects we need to run our service:
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Server::SetupLogger("ChatServer");
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if (!Game::logger) return EXIT_FAILURE;
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//Read our config:
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LOG("Starting Chat server...");
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LOG("Version: %s", PROJECT_VERSION);
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LOG("Compiled on: %s", __TIMESTAMP__);
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try {
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std::string clientPathStr = Game::config->GetValue("client_location");
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if (clientPathStr.empty()) clientPathStr = "./res";
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std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
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if (clientPath.is_relative()) {
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clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
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}
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Game::assetManager = new AssetManager(clientPath);
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} catch (std::runtime_error& ex) {
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LOG("Got an error while setting up assets: %s", ex.what());
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return EXIT_FAILURE;
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}
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//Connect to the MySQL Database
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try {
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Database::Connect();
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} catch (sql::SQLException& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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Database::Destroy("ChatServer");
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delete Game::server;
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delete Game::logger;
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return EXIT_FAILURE;
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}
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//Find out the master's IP:
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std::string masterIP;
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uint32_t masterPort = 1000;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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std::string ourIP = "localhost";
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const uint32_t maxClients = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_clients")).value_or(999);
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const uint32_t ourPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("chat_server_port")).value_or(2005);
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const auto externalIPString = Game::config->GetValue("external_ip");
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if (!externalIPString.empty()) ourIP = externalIPString;
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Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::lastSignal);
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const bool dontGenerateDCF = GeneralUtils::TryParse<bool>(Game::config->GetValue("dont_generate_dcf")).value_or(false);
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", dontGenerateDCF);
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Game::randomEngine = std::mt19937(time(0));
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Game::playerContainer.Initialize();
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
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constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= chatFramerate)
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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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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Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
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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 30s:
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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uint32_t masterPort;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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framesSinceLastSQLPing = 0;
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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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//Delete our objects here:
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Database::Destroy("ChatServer");
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delete Game::server;
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delete Game::logger;
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delete Game::config;
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return EXIT_SUCCESS;
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}
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void HandlePacket(Packet* packet) {
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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LOG("A server has disconnected, erasing their connected players from the list.");
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} else if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
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LOG("A server is connecting, awaiting user list.");
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} else if (packet->length < 4 || packet->data[0] != ID_USER_PACKET_ENUM) return; // Nothing left to process or not the right packet type
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CINSTREAM;
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inStream.SetReadOffset(BYTES_TO_BITS(1));
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eConnectionType connection;
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eChatMessageType chatMessageID;
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inStream.Read(connection);
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if (connection != eConnectionType::CHAT) return;
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inStream.Read(chatMessageID);
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switch (chatMessageID) {
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case eChatMessageType::GM_MUTE:
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Game::playerContainer.MuteUpdate(packet);
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break;
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case eChatMessageType::CREATE_TEAM:
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Game::playerContainer.CreateTeamServer(packet);
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break;
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case eChatMessageType::GET_FRIENDS_LIST:
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ChatPacketHandler::HandleFriendlistRequest(packet);
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break;
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case eChatMessageType::GET_IGNORE_LIST:
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ChatIgnoreList::GetIgnoreList(packet);
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break;
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case eChatMessageType::ADD_IGNORE:
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ChatIgnoreList::AddIgnore(packet);
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break;
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case eChatMessageType::REMOVE_IGNORE:
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ChatIgnoreList::RemoveIgnore(packet);
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break;
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case eChatMessageType::TEAM_GET_STATUS:
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ChatPacketHandler::HandleTeamStatusRequest(packet);
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break;
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case eChatMessageType::ADD_FRIEND_REQUEST:
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//this involves someone sending the initial request, the response is below, response as in from the other player.
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//We basically just check to see if this player is online or not and route the packet.
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ChatPacketHandler::HandleFriendRequest(packet);
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break;
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case eChatMessageType::ADD_FRIEND_RESPONSE:
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//This isn't the response a server sent, rather it is a player's response to a received request.
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//Here, we'll actually have to add them to eachother's friend lists depending on the response code.
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ChatPacketHandler::HandleFriendResponse(packet);
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break;
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case eChatMessageType::REMOVE_FRIEND:
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ChatPacketHandler::HandleRemoveFriend(packet);
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break;
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case eChatMessageType::GENERAL_CHAT_MESSAGE:
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ChatPacketHandler::HandleChatMessage(packet);
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break;
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case eChatMessageType::PRIVATE_CHAT_MESSAGE:
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//This message is supposed to be echo'd to both the sender and the receiver
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//BUT: they have to have different responseCodes, so we'll do some of the ol hacky wacky to fix that right up.
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ChatPacketHandler::HandlePrivateChatMessage(packet);
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break;
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case eChatMessageType::TEAM_INVITE:
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ChatPacketHandler::HandleTeamInvite(packet);
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break;
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case eChatMessageType::TEAM_INVITE_RESPONSE:
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ChatPacketHandler::HandleTeamInviteResponse(packet);
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break;
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case eChatMessageType::TEAM_LEAVE:
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ChatPacketHandler::HandleTeamLeave(packet);
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break;
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case eChatMessageType::TEAM_SET_LEADER:
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ChatPacketHandler::HandleTeamPromote(packet);
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break;
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case eChatMessageType::TEAM_KICK:
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ChatPacketHandler::HandleTeamKick(packet);
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break;
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case eChatMessageType::TEAM_SET_LOOT:
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ChatPacketHandler::HandleTeamLootOption(packet);
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break;
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case eChatMessageType::GMLEVEL_UPDATE:
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ChatPacketHandler::HandleGMLevelUpdate(packet);
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break;
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case eChatMessageType::LOGIN_SESSION_NOTIFY:
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Game::playerContainer.InsertPlayer(packet);
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break;
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case eChatMessageType::GM_ANNOUNCE:{
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// we just forward this packet to every connected server
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inStream.ResetReadPointer();
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Game::server->Send(inStream, packet->systemAddress, true); // send to everyone except origin
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}
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break;
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case eChatMessageType::UNEXPECTED_DISCONNECT:
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Game::playerContainer.RemovePlayer(packet);
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break;
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case eChatMessageType::WHO:
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ChatPacketHandler::HandleWho(packet);
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break;
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case eChatMessageType::SHOW_ALL:
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ChatPacketHandler::HandleShowAll(packet);
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break;
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case eChatMessageType::USER_CHANNEL_CHAT_MESSAGE:
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case eChatMessageType::WORLD_DISCONNECT_REQUEST:
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case eChatMessageType::WORLD_PROXIMITY_RESPONSE:
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case eChatMessageType::WORLD_PARCEL_RESPONSE:
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case eChatMessageType::TEAM_MISSED_INVITE_CHECK:
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case eChatMessageType::GUILD_CREATE:
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case eChatMessageType::GUILD_INVITE:
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case eChatMessageType::GUILD_INVITE_RESPONSE:
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case eChatMessageType::GUILD_LEAVE:
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case eChatMessageType::GUILD_KICK:
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case eChatMessageType::GUILD_GET_STATUS:
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case eChatMessageType::GUILD_GET_ALL:
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case eChatMessageType::BLUEPRINT_MODERATED:
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case eChatMessageType::BLUEPRINT_MODEL_READY:
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case eChatMessageType::PROPERTY_READY_FOR_APPROVAL:
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case eChatMessageType::PROPERTY_MODERATION_CHANGED:
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case eChatMessageType::PROPERTY_BUILDMODE_CHANGED:
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case eChatMessageType::PROPERTY_BUILDMODE_CHANGED_REPORT:
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case eChatMessageType::MAIL:
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case eChatMessageType::WORLD_INSTANCE_LOCATION_REQUEST:
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case eChatMessageType::REPUTATION_UPDATE:
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case eChatMessageType::SEND_CANNED_TEXT:
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case eChatMessageType::CHARACTER_NAME_CHANGE_REQUEST:
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case eChatMessageType::CSR_REQUEST:
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case eChatMessageType::CSR_REPLY:
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case eChatMessageType::GM_KICK:
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case eChatMessageType::WORLD_ROUTE_PACKET:
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case eChatMessageType::GET_ZONE_POPULATIONS:
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case eChatMessageType::REQUEST_MINIMUM_CHAT_MODE:
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case eChatMessageType::MATCH_REQUEST:
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case eChatMessageType::UGCMANIFEST_REPORT_MISSING_FILE:
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case eChatMessageType::UGCMANIFEST_REPORT_DONE_FILE:
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case eChatMessageType::UGCMANIFEST_REPORT_DONE_BLUEPRINT:
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case eChatMessageType::UGCC_REQUEST:
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case eChatMessageType::WORLD_PLAYERS_PET_MODERATED_ACKNOWLEDGE:
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case eChatMessageType::ACHIEVEMENT_NOTIFY:
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case eChatMessageType::GM_CLOSE_PRIVATE_CHAT_WINDOW:
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case eChatMessageType::PLAYER_READY:
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case eChatMessageType::GET_DONATION_TOTAL:
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case eChatMessageType::UPDATE_DONATION:
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case eChatMessageType::PRG_CSR_COMMAND:
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case eChatMessageType::HEARTBEAT_REQUEST_FROM_WORLD:
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case eChatMessageType::UPDATE_FREE_TRIAL_STATUS:
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LOG("Unhandled CHAT Message id: %s (%i)", StringifiedEnum::ToString(chatMessageID).data(), chatMessageID);
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break;
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default:
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LOG("Unknown CHAT Message id: %i", chatMessageID);
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}
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}
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