Files
DarkflameServer/dMasterServer/InstanceManager.h
Aaron Kimbrell efa08ac1d0 feat(master): login stamps travel through master and back
The login's Stamps now go with auth's REQUEST_ZONE_TRANSFER to master and
come back in REQUEST_ZONE_TRANSFER_RESPONSE, so master stamps the steps it
performs itself, with its own time: got the request
(WORLD_PACKET_RECEIVED, zone), the world is still starting and the request
waits (IM_LOGIN_QUEUED, instance), answered with a world
(WORLD_SESSION_CONFIRM_TO_AUTH, instance). Auth sends what comes back in
the login response.

Server to server wire change (message IDs unchanged): both messages end
with a Stamps list (u32 16 * count + 4, then the stamps); it is empty
(4 bytes) when a world server asks for a transfer. Touched:
- MasterPackets::SendZoneTransferRequest / SendZoneTransferResponse: take
  and write the stamps (default empty)
- MasterServer.cpp REQUEST_ZONE_TRANSFER: reads them, stamps, keeps them
  in the PendingInstanceRequest (new stamps member, InstanceManager.h)
- InstanceManager::ReadyInstance / AffirmTransfer: stamp and send them back
- ZoneInstanceManager: HandleRequestZoneTransferResponse reads them; a
  RequestZoneTransfer overload takes stamps and a callback that gets them
- AuthPackets LoginRequest::Handle uses that overload

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:48 -05:00

191 lines
6.8 KiB
C++

#pragma once
#include <algorithm>
#include "SpareBackoff.h"
#include <map>
#include <vector>
#include "dCommonVars.h"
#include "IServerOperations.h"
#include "RakNetTypes.h"
#include "Stamps.h"
#include "dZMCommon.h"
#include "Logger.h"
struct Player {
LWOOBJID id;
SystemAddress addr;
};
struct PendingInstanceRequest {
uint64_t id;
bool mythranShift;
SystemAddress sysAddr;
Stamps stamps; // The login stamps that came with the request; they go back in the response
};
class Instance {
public:
Instance(const std::string& ip, uint32_t port, LWOMAPID mapID, LWOINSTANCEID instanceID, LWOCLONEID cloneID, int softCap, int hardCap, bool isPrivate = false, std::string password = "") {
m_IP = ip;
m_Port = port;
m_ZoneID = LWOZONEID(mapID, instanceID, cloneID);
m_MaxClientsSoftCap = softCap;
m_MaxClientsHardCap = hardCap;
m_StartedHardCap = hardCap;
m_CurrentClientCount = 0;
m_IsPrivate = isPrivate;
m_Password = password;
m_Shutdown = false; //by default we are not shutting down
m_PendingAffirmations = {};
m_PendingRequests = {};
m_Ready = false;
m_IsShuttingDown = false;
}
const std::string& GetIP() const { return m_IP; }
uint32_t GetPort() const { return m_Port; }
const LWOZONEID& GetZoneID() const { return m_ZoneID; }
LWOMAPID GetMapID() const { return m_ZoneID.GetMapID(); }
LWOINSTANCEID GetInstanceID() const { return m_ZoneID.GetInstanceID(); }
LWOCLONEID GetCloneID() const { return m_ZoneID.GetCloneID(); }
bool GetIsPrivate() const { return m_IsPrivate; }
const std::string& GetPassword() const { return m_Password; }
bool GetIsReady() const { return m_Ready; }
void SetIsReady(bool value) { m_Ready = value; }
bool GetIsShuttingDown() const { return m_IsShuttingDown; }
void SetIsShuttingDown(bool value) { m_IsShuttingDown = value; }
// Its players are being moved to another instance (InstanceMigration.h): nobody new is sent here
bool GetIsDraining() const { return m_IsDraining; }
void SetIsDraining(bool value) { m_IsDraining = value; }
// Seats held for players being moved in; they count towards the caps until the move is over
int GetReserved() const { return m_Reserved; }
void SetReserved(int value) { m_Reserved = std::max(0, value); }
std::vector<PendingInstanceRequest>& GetPendingRequests() { return m_PendingRequests; }
std::vector<PendingInstanceRequest>& GetPendingAffirmations() { return m_PendingAffirmations; }
int GetHardCap() const { return m_MaxClientsHardCap; }
int GetSoftCap() const { return m_MaxClientsSoftCap; }
int GetCurrentClientCount() const { return m_CurrentClientCount; }
// New caps for a running instance: the hard cap can't go above what its world server was started with
void SetCaps(int softCap, int hardCap) {
m_MaxClientsHardCap = std::min(hardCap, m_StartedHardCap);
m_MaxClientsSoftCap = std::min(softCap, m_MaxClientsHardCap);
}
void SetAffirmationTimeout(const uint32_t value) { m_AffirmationTimeout = value; }
uint32_t GetAffirmationTimeout() const { return m_AffirmationTimeout; }
void AddPlayer(Player player) { /*m_Players.push_back(player);*/ m_CurrentClientCount++; }
void RemovePlayer(Player player) {
m_CurrentClientCount--;
if (m_CurrentClientCount < 0) m_CurrentClientCount = 0;
/*for (size_t i = 0; i < m_Players.size(); ++i)
if (m_Players[i].addr == player.addr) m_Players.erase(m_Players.begin() + i);*/
}
void SetSysAddr(SystemAddress sysAddr) { m_SysAddr = sysAddr; }
const SystemAddress& GetSysAddr() const { return m_SysAddr; }
void SetShutdownComplete(bool value);
bool GetShutdownComplete() const;
void Shutdown();
bool IsFull(bool isFriendTransfer) const;
private:
std::string m_IP{};
uint32_t m_Port{};
LWOZONEID m_ZoneID{};
int m_MaxClientsSoftCap{};
int m_MaxClientsHardCap{};
int m_StartedHardCap{}; // the -maxclients its world server was started with
int m_CurrentClientCount{};
std::vector<Player> m_Players{};
SystemAddress m_SysAddr{};
bool m_Ready{};
bool m_IsShuttingDown{};
bool m_IsDraining{};
int m_Reserved{};
std::vector<PendingInstanceRequest> m_PendingRequests{};
std::vector<PendingInstanceRequest> m_PendingAffirmations{};
uint32_t m_AffirmationTimeout{};
bool m_IsPrivate{};
std::string m_Password{};
bool m_Shutdown{};
//Private functions:
};
using InstancePtr = std::unique_ptr<Instance>;
class InstanceManager {
public:
InstanceManager(const std::string& externalIP);
const InstancePtr& GetInstance(LWOMAPID mapID, bool isFriendTransfer, LWOCLONEID cloneID); //Creates an instance if none found
bool IsPortInUse(uint32_t port);
uint32_t GetFreePort();
void AddPlayer(SystemAddress systemAddr, LWOMAPID mapID, LWOINSTANCEID instanceID);
void RemovePlayer(SystemAddress systemAddr, LWOMAPID mapID, LWOINSTANCEID instanceID);
const std::vector<InstancePtr>& GetInstances() const;
void AddInstance(InstancePtr& instance);
void RemoveInstance(const InstancePtr& instance);
void ReadyInstance(const InstancePtr& instance);
void RequestAffirmation(const InstancePtr& instance, const PendingInstanceRequest& request);
void AffirmTransfer(const InstancePtr& instance, uint64_t transferID);
void RedirectPendingRequests(const InstancePtr& instance);
const InstancePtr& GetInstanceBySysAddr(SystemAddress& sysAddr);
const InstancePtr& FindInstance(LWOMAPID mapID, bool isFriendTransfer, LWOCLONEID cloneId = 0);
const InstancePtr& FindInstance(LWOMAPID mapID, LWOINSTANCEID instanceID);
const InstancePtr& FindInstanceWithPrivate(LWOMAPID mapID, LWOINSTANCEID instanceID);
const InstancePtr& CreatePrivateInstance(LWOMAPID mapID, LWOCLONEID cloneID, const std::string& password);
const InstancePtr& FindPrivateInstance(const std::string& password);
void SetIsShuttingDown(bool value) { this->m_IsShuttingDown = value; };
void PruneUnreadyInstances();
// Start a new public instance of a zone even when one with room is running (instance migrations)
const InstancePtr& StartNewInstance(LWOMAPID mapID, LWOCLONEID cloneID) { return CreateInstance(mapID, cloneID); }
/**
* Player caps and spare instances set per zone on the dashboard (zone_limits). Caps apply to public instances
* started from now on, and running ones get the new caps too (a hard cap only as high as they were started with).
*/
void LoadZoneLimits();
// Start an instance of each zone that has fewer instances with room than its spare_instances (one per call)
void KeepSpareInstances();
private:
std::string mExternalIP;
std::vector<std::unique_ptr<Instance>> m_Instances;
uint16_t m_LastPort = 3000;
LWOINSTANCEID m_LastInstanceID;
/**
* Whether or not the master server is currently shutting down.
*/
bool m_IsShuttingDown = false;
std::map<LWOMAPID, IServerOperations::ZoneLimit> m_ZoneLimits;
std::map<LWOMAPID, SpareBackoff> m_SpareBackoff;
//Private functions:
int GetSoftCap(LWOMAPID mapID);
int GetHardCap(LWOMAPID mapID);
const InstancePtr& CreateInstance(LWOMAPID mapID, LWOCLONEID cloneID);
};