mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-04-26 16:46:31 +00:00

* feat: broadcast achievements in chat as in live Tested that everyone on the receiving players' friends list receives the announcement as it went out in live. Only works for achievements that have an entry in the MissionEmail table. This may have been sent out to everyone in your zone as well however we don't really have a way to verify this aside from questioning why the client checks for the receiver being in the ignore list. This is the only hint to me that this may have been broadcast to more than friends but again, no proof. * Add initial response msg and sending * Revert "Add initial response msg and sending" This reverts commit fb942e4692747ff1debea2e0ad00d22dd0d632f3.
380 lines
12 KiB
C++
380 lines
12 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 "MessageType/Chat.h"
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#include "MessageType/World.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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#include "ChatWebAPI.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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delete Game::logger;
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delete Game::config;
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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 (std::exception& 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::logger;
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delete Game::config;
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return EXIT_FAILURE;
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}
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// seyup the chat api web server
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bool web_server_enabled = Game::config->GetValue("web_server_enabled") == "1";
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ChatWebAPI chatwebapi;
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if (web_server_enabled && !chatwebapi.Startup()){
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// if we want the web api and it fails to start, exit
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LOG("Failed to start web server, shutting down.");
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Database::Destroy("ChatServer");
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delete Game::logger;
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delete Game::config;
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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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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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//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, masterPassword);
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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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auto lastTime = std::chrono::high_resolution_clock::now();
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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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const auto currentTime = std::chrono::high_resolution_clock::now();
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const float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
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lastTime = currentTime;
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Game::playerContainer.Update(deltaTime);
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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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//Check and handle web requests:
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if (web_server_enabled) {
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chatwebapi.ReceiveRequests();
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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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Game::playerContainer.Shutdown();
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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->length < 1) return;
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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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MessageType::Chat 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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// Our packing byte wasnt there? Probably a false packet
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if (inStream.GetNumberOfUnreadBits() < 8) return;
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inStream.IgnoreBytes(1);
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switch (chatMessageID) {
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case MessageType::Chat::GM_MUTE:
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Game::playerContainer.MuteUpdate(packet);
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break;
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case MessageType::Chat::CREATE_TEAM:
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Game::playerContainer.CreateTeamServer(packet);
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break;
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case MessageType::Chat::GET_FRIENDS_LIST:
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ChatPacketHandler::HandleFriendlistRequest(packet);
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break;
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case MessageType::Chat::GET_IGNORE_LIST:
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ChatIgnoreList::GetIgnoreList(packet);
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break;
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case MessageType::Chat::ADD_IGNORE:
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ChatIgnoreList::AddIgnore(packet);
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break;
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case MessageType::Chat::REMOVE_IGNORE:
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ChatIgnoreList::RemoveIgnore(packet);
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break;
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case MessageType::Chat::TEAM_GET_STATUS:
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ChatPacketHandler::HandleTeamStatusRequest(packet);
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break;
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case MessageType::Chat::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 MessageType::Chat::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 MessageType::Chat::REMOVE_FRIEND:
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ChatPacketHandler::HandleRemoveFriend(packet);
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break;
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case MessageType::Chat::GENERAL_CHAT_MESSAGE:
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ChatPacketHandler::HandleChatMessage(packet);
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break;
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case MessageType::Chat::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 MessageType::Chat::TEAM_INVITE:
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ChatPacketHandler::HandleTeamInvite(packet);
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break;
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case MessageType::Chat::TEAM_INVITE_RESPONSE:
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ChatPacketHandler::HandleTeamInviteResponse(packet);
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break;
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case MessageType::Chat::TEAM_LEAVE:
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ChatPacketHandler::HandleTeamLeave(packet);
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break;
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case MessageType::Chat::TEAM_SET_LEADER:
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ChatPacketHandler::HandleTeamPromote(packet);
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break;
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case MessageType::Chat::TEAM_KICK:
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ChatPacketHandler::HandleTeamKick(packet);
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break;
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case MessageType::Chat::TEAM_SET_LOOT:
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ChatPacketHandler::HandleTeamLootOption(packet);
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break;
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case MessageType::Chat::GMLEVEL_UPDATE:
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ChatPacketHandler::HandleGMLevelUpdate(packet);
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break;
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case MessageType::Chat::LOGIN_SESSION_NOTIFY:
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Game::playerContainer.InsertPlayer(packet);
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break;
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case MessageType::Chat::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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break;
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case MessageType::Chat::UNEXPECTED_DISCONNECT:
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Game::playerContainer.ScheduleRemovePlayer(packet);
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break;
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case MessageType::Chat::WHO:
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ChatPacketHandler::HandleWho(packet);
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break;
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case MessageType::Chat::SHOW_ALL:
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ChatPacketHandler::HandleShowAll(packet);
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break;
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case MessageType::Chat::ACHIEVEMENT_NOTIFY:
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ChatPacketHandler::OnAchievementNotify(inStream, packet->systemAddress);
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break;
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case MessageType::Chat::USER_CHANNEL_CHAT_MESSAGE:
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case MessageType::Chat::WORLD_DISCONNECT_REQUEST:
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case MessageType::Chat::WORLD_PROXIMITY_RESPONSE:
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case MessageType::Chat::WORLD_PARCEL_RESPONSE:
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case MessageType::Chat::TEAM_MISSED_INVITE_CHECK:
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case MessageType::Chat::GUILD_CREATE:
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case MessageType::Chat::GUILD_INVITE:
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case MessageType::Chat::GUILD_INVITE_RESPONSE:
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case MessageType::Chat::GUILD_LEAVE:
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case MessageType::Chat::GUILD_KICK:
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case MessageType::Chat::GUILD_GET_STATUS:
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case MessageType::Chat::GUILD_GET_ALL:
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case MessageType::Chat::BLUEPRINT_MODERATED:
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case MessageType::Chat::BLUEPRINT_MODEL_READY:
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case MessageType::Chat::PROPERTY_READY_FOR_APPROVAL:
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case MessageType::Chat::PROPERTY_MODERATION_CHANGED:
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case MessageType::Chat::PROPERTY_BUILDMODE_CHANGED:
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case MessageType::Chat::PROPERTY_BUILDMODE_CHANGED_REPORT:
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case MessageType::Chat::MAIL:
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case MessageType::Chat::WORLD_INSTANCE_LOCATION_REQUEST:
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case MessageType::Chat::REPUTATION_UPDATE:
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case MessageType::Chat::SEND_CANNED_TEXT:
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case MessageType::Chat::CHARACTER_NAME_CHANGE_REQUEST:
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case MessageType::Chat::CSR_REQUEST:
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case MessageType::Chat::CSR_REPLY:
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case MessageType::Chat::GM_KICK:
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case MessageType::Chat::WORLD_ROUTE_PACKET:
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case MessageType::Chat::GET_ZONE_POPULATIONS:
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case MessageType::Chat::REQUEST_MINIMUM_CHAT_MODE:
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case MessageType::Chat::MATCH_REQUEST:
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case MessageType::Chat::UGCMANIFEST_REPORT_MISSING_FILE:
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case MessageType::Chat::UGCMANIFEST_REPORT_DONE_FILE:
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case MessageType::Chat::UGCMANIFEST_REPORT_DONE_BLUEPRINT:
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case MessageType::Chat::UGCC_REQUEST:
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case MessageType::Chat::WORLD_PLAYERS_PET_MODERATED_ACKNOWLEDGE:
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case MessageType::Chat::GM_CLOSE_PRIVATE_CHAT_WINDOW:
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case MessageType::Chat::PLAYER_READY:
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case MessageType::Chat::GET_DONATION_TOTAL:
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case MessageType::Chat::UPDATE_DONATION:
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case MessageType::Chat::PRG_CSR_COMMAND:
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case MessageType::Chat::HEARTBEAT_REQUEST_FROM_WORLD:
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case MessageType::Chat::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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