Files
DarkflameServer/dChatServer/ChatServer.cpp
Aaron Kimbrell 796fd1b941 refactor: chat packets as structs
Every packet of the chat service is now an LUBitStream struct in dNet/ChatPackets.h
(docs/PacketArchitecture.md, PR 13), and nothing in the chat server or the chat side of
the world server reads or writes a packet by hand any more.

- World <-> chat: LoginSessionNotify, UnexpectedDisconnect, GMLevelUpdate, GMMute,
  Announcement (GM announce), CreateTeam, TeamUpdate (TEAM_GET_STATUS to worlds),
  AchievementNotify, ShowAllRequest, FindPlayerRequest.
- Client -> world -> chat (friends, ignore list, teams, general and private chat):
  GetFriendsList, AddFriendRequest, AddFriendResponse, RemoveFriend, GetIgnoreList,
  AddIgnore, RemoveIgnore, GeneralChatMessage, PrivateChatMessage, TeamInvite,
  TeamInviteResponse, TeamLeave, TeamKick, TeamSetLeader, TeamSetLoot, TeamGetStatus.
  The 77 bytes the handlers skipped are named fields now (the sender block the client
  fills in); the 4 unused bytes after the player ID are kept as `unknown`.
- What the client receives. Chat service (ChatPackets::Client): GeneralChatMessage
  (replaces SendChatMessage; SendSystemMessage stays as a helper built on it),
  PrivateChatMessage. Client service (ClientPackets, as structs go in the file of the
  ServiceType in their header): SendCannedText (replaces SendMessageFail), GetFriendsListResponse, AddFriendRequest,
  AddFriendResponse, RemoveFriendResponse, UpdateFriendNotify, WhoResponse,
  ShowAllResponse, Get/Add/RemoveIgnoreResponse, TeamInvite, TeamInviteInitialResponse,
  and the team game messages chat writes (TeamInviteConfirm, TeamGetStatusResponse,
  TeamSetLeader, TeamAddPlayer, TeamRemovePlayer, TeamSetOffWorldFlag) as TeamGameMsg
  structs, since chat doesn't link dGame's NetGameMsg.
- WORLD_ROUTE_PACKET is ChatPackets::WorldRoutePacket (its own file, dNet/WorldRoutePacket.h,
  since it carries packets of other services): the target and the inner packet.
  ChatPacketHandler::SendRouted replaces the per-function route headers and
  SendRoutedMsg.

Dispatch: dNet/PacketDispatcher.h is a dispatch map from packet ID to (struct, handler
function); packets that fail to Deserialize are logged and dropped. The chat server's
switch and the world's HandlePacketChat switch are now maps. The handlers take the
structs; their logic is unchanged. World code sends to chat with ChatServerLink::Send
(dGame) instead of writing to Game::chatServer by hand. eChatChannel,
eChatMessageResponseCode and eAddIgnoreResponse moved to dCommon/dEnums so the structs
can use them.

Verified: tests/dGameTests/dNetTests/Legacy/ChatPacketsLegacy.h is a verbatim copy of
the old senders and readers; ChatPacketsTests (25 tests) sends a grid of inputs through
both and requires identical bits, bytes and destination, checks the old readers read
what the structs write, round trips every struct, checks truncated packets are refused,
and has hand written golden packets for general chat, canned text, GM mute and a routed
team game message. Breaking one field width (UpdateFriendNotify) and the TeamAddPlayer
zone flag made the tests fail. No wire bytes changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:50 -05:00

312 lines
12 KiB
C++

#include <iostream>
#include <string>
#include <chrono>
#include <thread>
//DLU Includes:
#include "dCommonVars.h"
#include "ConfigSync.h"
#include "dServer.h"
#include "Logger.h"
#include "Database.h"
#include "dConfig.h"
#include "dChatFilter.h"
#include "PlayerAction.h"
#include "MessageType/Master.h"
#include "Diagnostics.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "ServiceType.h"
#include "PlayerContainer.h"
#include "ChatPacketHandler.h"
#include "MessageType/Chat.h"
#include "MessageType/World.h"
#include "ChatIgnoreList.h"
#include "StringifiedEnum.h"
#include "TeamContainer.h"
#include "PacketDispatcher.h"
#include "ChatPackets.h"
#include "Game.h"
#include "Server.h"
//RakNet includes:
#include "RakNetDefines.h"
#include "MessageIdentifiers.h"
#include "ChatWeb.h"
namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
dChatFilter* chatFilter = nullptr;
AssetManager* assetManager = nullptr;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
PlayerContainer playerContainer;
}
void HandlePacket(Packet* packet);
void HandleMasterPacket(Packet* packet);
int main(int argc, char** argv) {
constexpr uint32_t chatFramerate = mediumFramerate;
constexpr uint32_t chatFrameDelta = mediumFrameDelta;
const auto curTimeStr = std::to_string(time(nullptr));
const auto serviceName = "ChatServer_" + curTimeStr;
Diagnostics::SetProcessName(serviceName);
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
Game::config = new dConfig("chatconfig.ini");
//Create all the objects we need to run our service:
Server::SetupLogger(serviceName, "ChatServer");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
//Read our config:
LOG("Starting Chat server...");
LOG("Version: %s", PROJECT_VERSION);
LOG("Compiled on: %s", __TIMESTAMP__);
try {
std::string clientPathStr = Game::config->GetValue("client_location");
if (clientPathStr.empty()) clientPathStr = "./res";
std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
if (clientPath.is_relative()) {
clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
}
Game::assetManager = new AssetManager(clientPath);
} catch (std::runtime_error& ex) {
LOG("Got an error while setting up assets: %s", ex.what());
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
}
//Connect to the MySQL Database
try {
Database::Connect();
} catch (std::exception& ex) {
LOG("Got an error while connecting to the database: %s", ex.what());
Database::Destroy(serviceName);
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
}
// Settings edited on the dashboard (server_config table) are layered over the files from here on
Game::config->SetDatabaseSync(ConfigSync::Sync);
// setup the chat api web server
const uint32_t web_server_port = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("web_server_port")).value_or(2005);
if (Game::config->GetValue("web_server_enabled") == "1" && !Game::web.Startup("localhost", web_server_port)) {
// if we want the web server and it fails to start, exit
LOG("Failed to start web server, shutting down.");
Database::Destroy(serviceName);
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
}
if (Game::web.IsEnabled()) ChatWeb::RegisterRoutes();
//Find out the master's IP:
std::string masterIP;
uint32_t masterPort = 1000;
std::string masterPassword;
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
masterPassword = masterInfo->password;
}
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
std::string ourIP = "localhost";
const uint32_t maxClients = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_clients")).value_or(999);
const uint32_t ourPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("chat_server_port")).value_or(2005);
const auto externalIPString = Game::config->GetValue("external_ip");
if (!externalIPString.empty()) ourIP = externalIPString;
Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServiceType::CHAT, Game::config, &Game::lastSignal, masterPassword);
const bool dontGenerateDCF = GeneralUtils::TryParse<bool>(Game::config->GetValue("dont_generate_dcf")).value_or(false);
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", dontGenerateDCF);
Game::randomEngine = std::mt19937(time(0));
Game::playerContainer.Initialize();
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
auto lastTime = std::chrono::high_resolution_clock::now();
Game::logger->Flush(); // once immediately before main loop
while (!Game::ShouldShutdown()) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= chatFramerate)
break; //Exit our loop, shut down.
} else framesSinceMasterDisconnect = 0;
const auto currentTime = std::chrono::high_resolution_clock::now();
const float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
lastTime = currentTime;
Game::playerContainer.Update(deltaTime);
//Check for packets here:
//ReceiveFromMaster also handles the master packets if needed; it hands back the ones for us.
if (auto* masterPacket = Game::server->ReceiveFromMaster()) {
HandleMasterPacket(masterPacket);
Game::server->DeallocateMasterPacket(masterPacket);
}
packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
// Check and handle web requests:
if (Game::web.IsEnabled()) Game::web.ReceiveRequests();
//Push our log every 30s:
if (framesSinceLastFlush >= logFlushTime) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= sqlPingTime) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
uint32_t masterPort;
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
}
framesSinceLastSQLPing = 0;
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
std::this_thread::sleep_until(t);
}
Game::playerContainer.Shutdown();
TeamContainer::Shutdown();
//Delete our objects here:
Database::Destroy(serviceName);
delete Game::server;
Game::server = nullptr;
delete Game::logger;
Game::logger = nullptr;
delete Game::config;
Game::config = nullptr;
return EXIT_SUCCESS;
}
namespace {
// Packets from world servers
const PacketDispatcher<MessageType::Chat>& ChatHandlers() {
static const auto handlers = [] {
PacketDispatcher<MessageType::Chat> handlers;
using namespace ChatPackets;
using MessageType::Chat;
handlers.On<GMMute>(Chat::GM_MUTE, [](const GMMute& mute, const SystemAddress& sysAddr) { Game::playerContainer.MuteUpdate(mute, sysAddr); });
handlers.On<CreateTeam>(Chat::CREATE_TEAM, TeamContainer::CreateTeamServer);
handlers.On<GetFriendsList>(Chat::GET_FRIENDS_LIST, ChatPacketHandler::HandleFriendlistRequest);
handlers.On<GetIgnoreList>(Chat::GET_IGNORE_LIST, ChatIgnoreList::GetIgnoreList);
handlers.On<AddIgnore>(Chat::ADD_IGNORE, ChatIgnoreList::AddIgnore);
handlers.On<RemoveIgnore>(Chat::REMOVE_IGNORE, ChatIgnoreList::RemoveIgnore);
handlers.On<TeamGetStatus>(Chat::TEAM_GET_STATUS, TeamContainer::HandleTeamStatusRequest);
//this involves someone sending the initial request, the response is below, response as in from the other player.
//We basically just check to see if this player is online or not and route the packet.
handlers.On<AddFriendRequest>(Chat::ADD_FRIEND_REQUEST, ChatPacketHandler::HandleFriendRequest);
//This isn't the response a server sent, rather it is a player's response to a received request.
//Here, we'll actually have to add them to eachother's friend lists depending on the response code.
handlers.On<AddFriendResponse>(Chat::ADD_FRIEND_RESPONSE, ChatPacketHandler::HandleFriendResponse);
handlers.On<RemoveFriend>(Chat::REMOVE_FRIEND, ChatPacketHandler::HandleRemoveFriend);
handlers.On<GeneralChatMessage>(Chat::GENERAL_CHAT_MESSAGE, ChatPacketHandler::HandleChatMessage);
//This message is supposed to be echo'd to both the sender and the receiver
//BUT: they have to have different responseCodes, so we'll do some of the ol hacky wacky to fix that right up.
handlers.On<PrivateChatMessage>(Chat::PRIVATE_CHAT_MESSAGE, ChatPacketHandler::HandlePrivateChatMessage);
handlers.On<TeamInvite>(Chat::TEAM_INVITE, TeamContainer::HandleTeamInvite);
handlers.On<TeamInviteResponse>(Chat::TEAM_INVITE_RESPONSE, TeamContainer::HandleTeamInviteResponse);
handlers.On<TeamLeave>(Chat::TEAM_LEAVE, TeamContainer::HandleTeamLeave);
handlers.On<TeamSetLeader>(Chat::TEAM_SET_LEADER, TeamContainer::HandleTeamPromote);
handlers.On<TeamKick>(Chat::TEAM_KICK, TeamContainer::HandleTeamKick);
handlers.On<TeamSetLoot>(Chat::TEAM_SET_LOOT, TeamContainer::HandleTeamLootOption);
handlers.On<GMLevelUpdate>(Chat::GMLEVEL_UPDATE, ChatPacketHandler::HandleGMLevelUpdate);
handlers.On<LoginSessionNotify>(Chat::LOGIN_SESSION_NOTIFY, [](const LoginSessionNotify& notify, const SystemAddress& sysAddr) { Game::playerContainer.InsertPlayer(notify, sysAddr); });
// we just forward this packet to every connected server
handlers.On<Announcement>(Chat::GM_ANNOUNCE, [](const Announcement& announcement, const SystemAddress& sysAddr) {
RakNet::BitStream bitStream;
announcement.WritePacket(bitStream);
Game::server->Send(bitStream, sysAddr, true); // send to everyone except origin
});
handlers.On<UnexpectedDisconnect>(Chat::UNEXPECTED_DISCONNECT, [](const UnexpectedDisconnect& notify, const SystemAddress& sysAddr) { Game::playerContainer.ScheduleRemovePlayer(notify, sysAddr); });
handlers.On<FindPlayerRequest>(Chat::WHO, ChatPacketHandler::HandleWho);
handlers.On<ShowAllRequest>(Chat::SHOW_ALL, ChatPacketHandler::HandleShowAll);
handlers.On<AchievementNotify>(Chat::ACHIEVEMENT_NOTIFY, ChatPacketHandler::OnAchievementNotify);
return handlers;
}();
return handlers;
}
}
// Messages from master that dServer doesn't handle itself
void HandleMasterPacket(Packet* packet) {
if (packet->length < 4 || static_cast<ServiceType>(packet->data[1]) != ServiceType::MASTER) return;
if (static_cast<MessageType::Master>(packet->data[3]) != MessageType::Master::PLAYER_ACTION) return;
CINSTREAM_SKIP_HEADER;
PlayerActionRequest request;
if (!request.Deserialize(inStream)) return;
// Words added or removed on the dashboard: web chat is checked with the same filter as the worlds
if (request.action == ePlayerAction::RELOAD_CHAT_FILTER && Game::chatFilter) {
Game::chatFilter->ReloadCustomWords();
LOG("Reloaded the chat filter's words (changed on the dashboard)");
}
}
void HandlePacket(Packet* packet) {
if (packet->length < 1) return;
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
LOG("A server has disconnected, erasing their connected players from the list.");
} else if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
LOG("A server is connecting, awaiting user list.");
} else if (packet->length < 4 || packet->data[0] != ID_USER_PACKET_ENUM) return; // Nothing left to process or not the right packet type
RakNet::BitStream inStream(packet->data, packet->length, false);
LUBitStream header;
if (!header.ReadHeader(inStream) || header.connectionType != ServiceType::CHAT) return;
// Our packing byte wasnt there? Probably a false packet
if (packet->length < 8) return;
const auto chatMessageID = static_cast<MessageType::Chat>(header.internalPacketID);
if (!ChatHandlers().Dispatch(chatMessageID, inStream, packet->systemAddress)) {
LOG("Unhandled CHAT Message id: %s (%i)", StringifiedEnum::ToString(chatMessageID).data(), chatMessageID);
}
}