DarkflameServer/dWorldServer/WorldServer.cpp
wincent cdc9dda3c4 dCinema improvements
* Visiblity and effect records
* Recorder will catch effects from behaviors
* Documentation for setting up a scene to play automatically.
* Documentation for server-side preconditions.
2023-10-29 17:37:26 +01:00

1388 lines
44 KiB
C++

#include <iostream>
#include <string>
#include <ctime>
#include <chrono>
#include <thread>
#include "MD5.h"
//DLU Includes:
#include "dCommonVars.h"
#include "dServer.h"
#include "Logger.h"
#include "Database.h"
#include "dConfig.h"
#include "dpWorld.h"
#include "dZoneManager.h"
#include "Metrics.hpp"
#include "PerformanceManager.h"
#include "Diagnostics.h"
#include "BinaryPathFinder.h"
//RakNet includes:
#include "RakNetDefines.h"
#include "RakNetworkFactory.h"
#include "RakString.h"
//World includes:
#include <csignal>
#include "AuthPackets.h"
#include "PacketUtils.h"
#include "BitStreamUtils.h"
#include "WorldPackets.h"
#include "UserManager.h"
#include "CDClientManager.h"
#include "CDClientDatabase.h"
#include "GeneralUtils.h"
#include "ObjectIDManager.h"
#include "ZoneInstanceManager.h"
#include "dChatFilter.h"
#include "ClientPackets.h"
#include "CharacterComponent.h"
#include "EntityManager.h"
#include "EntityInfo.h"
#include "User.h"
#include "Loot.h"
#include "Entity.h"
#include "Character.h"
#include "ChatPackets.h"
#include "GameMessageHandler.h"
#include "GameMessages.h"
#include "Mail.h"
#include "TeamManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "MasterPackets.h"
#include "Player.h"
#include "PropertyManagementComponent.h"
#include "AssetManager.h"
#include "LevelProgressionComponent.h"
#include "eBlueprintSaveResponseType.h"
#include "Amf3.h"
#include "NiPoint3.h"
#include "eServerDisconnectIdentifiers.h"
#include "eObjectBits.h"
#include "eConnectionType.h"
#include "eServerMessageType.h"
#include "eChatInternalMessageType.h"
#include "eWorldMessageType.h"
#include "eMasterMessageType.h"
#include "eGameMessageType.h"
#include "ZCompression.h"
#include "EntityManager.h"
#include "CheatDetection.h"
#include "ServerPreconditions.hpp"
#include "Scene.h"
namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dpWorld* physicsWorld = nullptr;
dChatFilter* chatFilter = nullptr;
dConfig* config = nullptr;
AssetManager* assetManager = nullptr;
RakPeerInterface* chatServer = nullptr;
std::mt19937 randomEngine;
SystemAddress chatSysAddr;
bool shouldShutdown = false;
EntityManager* entityManager = nullptr;
dZoneManager* zoneManager = nullptr;
} // namespace Game
bool chatDisabled = false;
bool chatConnected = false;
bool worldShutdownSequenceComplete = false;
void WorldShutdownSequence();
void WorldShutdownProcess(uint32_t zoneId);
void FinalizeShutdown();
void SendShutdownMessageToMaster();
Logger* SetupLogger(uint32_t zoneID, uint32_t instanceID);
void HandlePacketChat(Packet* packet);
void HandlePacket(Packet* packet);
struct tempSessionInfo {
SystemAddress sysAddr;
std::string hash;
};
std::map<std::string, tempSessionInfo> m_PendingUsers;
uint32_t instanceID = 0;
uint32_t g_CloneID = 0;
std::string databaseChecksum = "";
int main(int argc, char** argv) {
Diagnostics::SetProcessName("World");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
// Triggers the shutdown sequence at application exit
std::atexit(WorldShutdownSequence);
signal(SIGINT, [](int) { WorldShutdownSequence(); });
signal(SIGTERM, [](int) { WorldShutdownSequence(); });
uint32_t zoneID = 1000;
uint32_t cloneID = 0;
uint32_t maxClients = 8;
uint32_t ourPort = 2007;
//Check our arguments:
for (int32_t i = 0; i < argc; ++i) {
std::string argument(argv[i]);
if (argument == "-zone") zoneID = atoi(argv[i + 1]);
if (argument == "-instance") instanceID = atoi(argv[i + 1]);
if (argument == "-clone") cloneID = atoi(argv[i + 1]);
if (argument == "-maxclients") maxClients = atoi(argv[i + 1]);
if (argument == "-port") ourPort = atoi(argv[i + 1]);
}
//Create all the objects we need to run our service:
Game::logger = SetupLogger(zoneID, instanceID);
if (!Game::logger) return EXIT_FAILURE;
//Read our config:
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "worldconfig.ini").string());
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
LOG("Starting World server...");
LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
LOG("Compiled on: %s", __TIMESTAMP__);
if (Game::config->GetValue("disable_chat") == "1") chatDisabled = true;
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());
return EXIT_FAILURE;
}
// Connect to CDClient
try {
CDClientDatabase::Connect((BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").string());
} catch (CppSQLite3Exception& e) {
LOG("Unable to connect to CDServer SQLite Database");
LOG("Error: %s", e.errorMessage());
LOG("Error Code: %i", e.errorCode());
return EXIT_FAILURE;
}
CDClientManager::Instance();
//Connect to the MySQL Database
std::string mysql_host = Game::config->GetValue("mysql_host");
std::string mysql_database = Game::config->GetValue("mysql_database");
std::string mysql_username = Game::config->GetValue("mysql_username");
std::string mysql_password = Game::config->GetValue("mysql_password");
Diagnostics::SetProduceMemoryDump(Game::config->GetValue("generate_dump") == "1");
if (!Game::config->GetValue("dump_folder").empty()) {
Diagnostics::SetOutDirectory(Game::config->GetValue("dump_folder"));
}
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
} catch (sql::SQLException& ex) {
LOG("Got an error while connecting to the database: %s", ex.what());
return EXIT_FAILURE;
}
//Find out the master's IP:
std::string masterIP = "localhost";
uint32_t masterPort = 1000;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
ObjectIDManager::Instance()->Initialize();
UserManager::Instance()->Initialize();
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::shouldShutdown, zoneID);
//Connect to the chat server:
uint32_t chatPort = 1501;
if (Game::config->GetValue("chat_server_port") != "") chatPort = std::atoi(Game::config->GetValue("chat_server_port").c_str());
auto chatSock = SocketDescriptor(uint16_t(ourPort + 2), 0);
Game::chatServer = RakNetworkFactory::GetRakPeerInterface();
Game::chatServer->Startup(1, 30, &chatSock, 1);
Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
//Set up other things:
Game::randomEngine = std::mt19937(time(0));
//Run it until server gets a kill message from Master:
auto lastTime = std::chrono::high_resolution_clock::now();
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceChatDisconnect = 0;
uint32_t framesSinceLastUsersSave = 0;
uint32_t framesSinceLastSQLPing = 0;
uint32_t framesSinceLastUser = 0;
const float maxPacketProcessingTime = 1.5f; //0.015f;
const uint32_t maxPacketsToProcess = 1024;
bool ready = false;
uint32_t framesSinceMasterStatus = 0;
uint32_t framesSinceShutdownSequence = 0;
uint32_t currentFramerate = highFramerate;
uint32_t ghostingStepCount = 0;
auto ghostingLastTime = std::chrono::high_resolution_clock::now();
PerformanceManager::SelectProfile(zoneID);
Game::entityManager = new EntityManager();
Game::zoneManager = new dZoneManager();
//Load our level:
if (zoneID != 0) {
dpWorld::Instance().Initialize(zoneID);
Game::zoneManager->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
g_CloneID = cloneID;
} else {
Game::entityManager->Initialize();
}
// pre calculate the FDB checksum
if (Game::config->GetValue("check_fdb") == "1") {
std::ifstream fileStream;
static const std::vector<std::string> aliases = {
"CDServers.fdb",
"cdserver.fdb",
"CDClient.fdb",
"cdclient.fdb",
};
for (const auto& file : aliases) {
fileStream.open(Game::assetManager->GetResPath() / file, std::ios::binary | std::ios::in);
if (fileStream.is_open()) {
break;
}
}
const int32_t bufferSize = 1024;
MD5* md5 = new MD5();
char fileStreamBuffer[1024] = {};
while (!fileStream.eof()) {
memset(fileStreamBuffer, 0, bufferSize);
fileStream.read(fileStreamBuffer, bufferSize);
md5->update(fileStreamBuffer, fileStream.gcount());
}
fileStream.close();
const char* nullTerminateBuffer = "\0";
md5->update(nullTerminateBuffer, 1); // null terminate the data
md5->finalize();
databaseChecksum = md5->hexdigest();
delete md5;
LOG("FDB Checksum calculated as: %s", databaseChecksum.c_str());
}
// Load server-side preconditions if they exist
const auto& preconditionsPath = Game::config->GetValue("server_preconditions_path");
if (!preconditionsPath.empty()) {
ServerPreconditions::LoadPreconditions(preconditionsPath);
}
// Load scenes for the zone
Cinema::Scene::AutoLoadScenesForZone(zoneID);
uint32_t currentFrameDelta = highFrameDelta;
// These values are adjust them selves to the current framerate should it update.
uint32_t logFlushTime = 15 * currentFramerate; // 15 seconds in frames
uint32_t shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
uint32_t noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames
uint32_t chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames
uint32_t saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
uint32_t sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
uint32_t emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
while (true) {
Metrics::StartMeasurement(MetricVariable::Frame);
Metrics::StartMeasurement(MetricVariable::GameLoop);
std::clock_t metricCPUTimeStart = std::clock();
const auto currentTime = std::chrono::high_resolution_clock::now();
float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
lastTime = currentTime;
const auto occupied = UserManager::Instance()->GetUserCount() != 0;
uint32_t newFrameDelta = currentFrameDelta;
if (!ready) {
newFrameDelta = highFrameDelta;
} else {
newFrameDelta = PerformanceManager::GetServerFrameDelta();
}
// Update to the new framerate and scale all timings to said new framerate
if (newFrameDelta != currentFrameDelta) {
float_t ratioBeforeToAfter = (float)currentFrameDelta / (float)newFrameDelta;
currentFrameDelta = newFrameDelta;
currentFramerate = MS_TO_FRAMES(newFrameDelta);
LOG_DEBUG("Framerate for zone/instance/clone %i/%i/%i is now %i", zoneID, instanceID, cloneID, currentFramerate);
logFlushTime = 15 * currentFramerate; // 15 seconds in frames
framesSinceLastFlush *= ratioBeforeToAfter;
shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
framesSinceLastUser *= ratioBeforeToAfter;
noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames
framesSinceMasterDisconnect *= ratioBeforeToAfter;
chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames
framesSinceChatDisconnect *= ratioBeforeToAfter;
saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
framesSinceLastUsersSave *= ratioBeforeToAfter;
sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
framesSinceLastSQLPing *= ratioBeforeToAfter;
emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
framesSinceLastUser *= ratioBeforeToAfter;
}
//Warning if we ran slow
if (deltaTime > currentFrameDelta) {
LOG("We're running behind, dT: %f > %f (framerate %i)", deltaTime, currentFrameDelta, currentFramerate);
}
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= noMasterConnectionTimeout && !Game::shouldShutdown) {
LOG("Game loop running but no connection to master for %d frames, shutting down", noMasterConnectionTimeout);
Game::shouldShutdown = true;
}
} else framesSinceMasterDisconnect = 0;
// Check if we're still connected to chat:
if (!chatConnected) {
framesSinceChatDisconnect++;
if (framesSinceChatDisconnect >= chatReconnectionTime) {
framesSinceChatDisconnect = 0;
Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
}
} else framesSinceChatDisconnect = 0;
//In world we'd update our other systems here.
if (zoneID != 0 && deltaTime > 0.0f) {
Metrics::StartMeasurement(MetricVariable::Physics);
dpWorld::Instance().StepWorld(deltaTime);
Metrics::EndMeasurement(MetricVariable::Physics);
Metrics::StartMeasurement(MetricVariable::UpdateEntities);
Game::entityManager->UpdateEntities(deltaTime);
Metrics::EndMeasurement(MetricVariable::UpdateEntities);
Metrics::StartMeasurement(MetricVariable::Ghosting);
if (std::chrono::duration<float>(currentTime - ghostingLastTime).count() >= 1.0f) {
Game::entityManager->UpdateGhosting();
ghostingLastTime = currentTime;
}
Metrics::EndMeasurement(MetricVariable::Ghosting);
Metrics::StartMeasurement(MetricVariable::UpdateSpawners);
Game::zoneManager->Update(deltaTime);
Metrics::EndMeasurement(MetricVariable::UpdateSpawners);
}
Metrics::StartMeasurement(MetricVariable::PacketHandling);
//Check for packets here:
packet = Game::server->ReceiveFromMaster();
if (packet) { //We can get messages not handle-able by the dServer class, so handle them if we returned anything.
HandlePacket(packet);
Game::server->DeallocateMasterPacket(packet);
}
//Handle our chat packets:
packet = Game::chatServer->Receive();
if (packet) {
HandlePacketChat(packet);
Game::chatServer->DeallocatePacket(packet);
}
//Handle world-specific packets:
float timeSpent = 0.0f;
UserManager::Instance()->DeletePendingRemovals();
auto t1 = std::chrono::high_resolution_clock::now();
for (uint32_t curPacket = 0; curPacket < maxPacketsToProcess && timeSpent < maxPacketProcessingTime; curPacket++) {
packet = Game::server->Receive();
if (packet) {
auto t1 = std::chrono::high_resolution_clock::now();
HandlePacket(packet);
auto t2 = std::chrono::high_resolution_clock::now();
timeSpent += std::chrono::duration_cast<std::chrono::duration<float>>(t2 - t1).count();
Game::server->DeallocatePacket(packet);
packet = nullptr;
} else {
break;
}
}
Metrics::EndMeasurement(MetricVariable::PacketHandling);
Metrics::StartMeasurement(MetricVariable::UpdateReplica);
//Update our replica objects:
Game::server->UpdateReplica();
Metrics::EndMeasurement(MetricVariable::UpdateReplica);
//Push our log every 15s:
if (framesSinceLastFlush >= logFlushTime) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
if (zoneID != 0 && !occupied) {
framesSinceLastUser++;
//If we haven't had any players for a while, time out and shut down:
if (framesSinceLastUser >= emptyShutdownTime) {
Game::shouldShutdown = true;
}
} else {
framesSinceLastUser = 0;
}
//Save all connected users every 10 minutes:
if (framesSinceLastUsersSave >= saveTime && zoneID != 0) {
UserManager::Instance()->SaveAllActiveCharacters();
framesSinceLastUsersSave = 0;
if (PropertyManagementComponent::Instance() != nullptr) {
PropertyManagementComponent::Instance()->Save();
}
} else framesSinceLastUsersSave++;
//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;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
framesSinceLastSQLPing = 0;
} else framesSinceLastSQLPing++;
Metrics::EndMeasurement(MetricVariable::GameLoop);
Metrics::StartMeasurement(MetricVariable::Sleep);
t += std::chrono::milliseconds(currentFrameDelta);
std::this_thread::sleep_until(t);
Metrics::EndMeasurement(MetricVariable::Sleep);
if (!ready && Game::server->GetIsConnectedToMaster()) {
// Some delay is required here or else we crash the client?
framesSinceMasterStatus++;
if (framesSinceMasterStatus >= 200) {
LOG("Finished loading world with zone (%i), ready up!", Game::server->GetZoneID());
MasterPackets::SendWorldReady(Game::server, Game::server->GetZoneID(), Game::server->GetInstanceID());
ready = true;
}
}
if (Game::shouldShutdown && !worldShutdownSequenceComplete) {
WorldShutdownProcess(zoneID);
break;
}
Metrics::AddMeasurement(MetricVariable::CPUTime, (1e6 * (1000.0 * (std::clock() - metricCPUTimeStart))) / CLOCKS_PER_SEC);
Metrics::EndMeasurement(MetricVariable::Frame);
}
FinalizeShutdown();
return EXIT_SUCCESS;
}
Logger* SetupLogger(uint32_t zoneID, uint32_t instanceID) {
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/WorldServer_" + std::to_string(zoneID) + "_" + std::to_string(instanceID) + "_" + std::to_string(time(nullptr)) + ".log")).string();
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG
logToConsole = true;
logDebugStatements = true;
#endif
return new Logger(logPath, logToConsole, logDebugStatements);
}
void HandlePacketChat(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
LOG("Lost our connection to chat, zone(%i), instance(%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
chatConnected = false;
}
if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) {
LOG("Established connection to chat, zone(%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
Game::chatSysAddr = packet->systemAddress;
chatConnected = true;
}
if (packet->data[0] == ID_USER_PACKET_ENUM) {
if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::CHAT_INTERNAL) {
switch (static_cast<eChatInternalMessageType>(packet->data[3])) {
case eChatInternalMessageType::ROUTE_TO_PLAYER: {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
inStream.Read(playerID);
auto player = Game::entityManager->GetEntity(playerID);
if (!player) return;
auto sysAddr = player->GetSystemAddress();
//Write our stream outwards:
CBITSTREAM;
for (BitSize_t i = 0; i < inStream.GetNumberOfBytesUsed(); i++) {
bitStream.Write(packet->data[i + 16]); //16 bytes == header + playerID to skip
}
SEND_PACKET; //send routed packet to player
break;
}
case eChatInternalMessageType::ANNOUNCEMENT: {
CINSTREAM_SKIP_HEADER;
std::string title;
std::string msg;
uint32_t len;
inStream.Read<uint32_t>(len);
for (uint32_t i = 0; len > i; i++) {
char character;
inStream.Read<char>(character);
title += character;
}
len = 0;
inStream.Read<uint32_t>(len);
for (uint32_t i = 0; len > i; i++) {
char character;
inStream.Read<char>(character);
msg += character;
}
//Send to our clients:
AMFArrayValue args;
args.Insert("title", title);
args.Insert("message", msg);
GameMessages::SendUIMessageServerToAllClients("ToggleAnnounce", args);
break;
}
case eChatInternalMessageType::MUTE_UPDATE: {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerId;
time_t expire = 0;
inStream.Read(playerId);
inStream.Read(expire);
auto* entity = Game::entityManager->GetEntity(playerId);
if (entity != nullptr) {
entity->GetParentUser()->SetMuteExpire(expire);
entity->GetCharacter()->SendMuteNotice();
}
break;
}
case eChatInternalMessageType::TEAM_UPDATE: {
CINSTREAM_SKIP_HEADER;
LWOOBJID teamID = 0;
char lootOption = 0;
char memberCount = 0;
std::vector<LWOOBJID> members;
inStream.Read(teamID);
bool deleteTeam = inStream.ReadBit();
if (deleteTeam) {
TeamManager::Instance()->DeleteTeam(teamID);
LOG("Deleting team (%llu)", teamID);
break;
}
inStream.Read(lootOption);
inStream.Read(memberCount);
LOG("Updating team (%llu), (%i), (%i)", teamID, lootOption, memberCount);
for (char i = 0; i < memberCount; i++) {
LWOOBJID member = LWOOBJID_EMPTY;
inStream.Read(member);
members.push_back(member);
LOG("Updating team member (%llu)", member);
}
TeamManager::Instance()->UpdateTeam(teamID, lootOption, members);
break;
}
default:
LOG("Received an unknown chat internal: %i", int(packet->data[3]));
}
}
}
}
void HandlePacket(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
auto c = user->GetLastUsedChar();
if (!c) {
UserManager::Instance()->DeleteUser(packet->systemAddress);
return;
}
auto* entity = Game::entityManager->GetEntity(c->GetObjectID());
if (!entity) {
entity = Player::GetPlayer(packet->systemAddress);
}
if (entity) {
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->Reset();
}
entity->GetCharacter()->SaveXMLToDatabase();
LOG("Deleting player %llu", entity->GetObjectID());
Game::entityManager->DestroyEntity(entity);
}
{
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION);
bitStream.Write(user->GetLoggedInChar());
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
UserManager::Instance()->DeleteUser(packet->systemAddress);
if (PropertyManagementComponent::Instance() != nullptr) {
PropertyManagementComponent::Instance()->Save();
}
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::PLAYER_REMOVED);
bitStream.Write((LWOMAPID)Game::server->GetZoneID());
bitStream.Write((LWOINSTANCEID)instanceID);
Game::server->SendToMaster(&bitStream);
}
if (packet->data[0] != ID_USER_PACKET_ENUM || packet->length < 4) return;
if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::SERVER) {
if (static_cast<eServerMessageType>(packet->data[3]) == eServerMessageType::VERSION_CONFIRM) {
AuthPackets::HandleHandshake(Game::server, packet);
}
}
if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::MASTER) {
switch (static_cast<eMasterMessageType>(packet->data[3])) {
case eMasterMessageType::REQUEST_PERSISTENT_ID_RESPONSE: {
uint64_t requestID = PacketUtils::ReadU64(8, packet);
uint32_t objectID = PacketUtils::ReadU32(16, packet);
ObjectIDManager::Instance()->HandleRequestPersistentIDResponse(requestID, objectID);
break;
}
case eMasterMessageType::REQUEST_ZONE_TRANSFER_RESPONSE: {
uint64_t requestID = PacketUtils::ReadU64(8, packet);
ZoneInstanceManager::Instance()->HandleRequestZoneTransferResponse(requestID, packet);
break;
}
case eMasterMessageType::SESSION_KEY_RESPONSE: {
//Read our session key and to which user it belongs:
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t sessionKey = 0;
std::string username;
inStream.Read(sessionKey);
username = PacketUtils::ReadString(12, packet, false);
//Find them:
auto it = m_PendingUsers.find(username);
if (it == m_PendingUsers.end()) return;
//Convert our key:
std::string userHash = std::to_string(sessionKey);
userHash = md5(userHash);
//Verify it:
if (userHash != it->second.hash) {
LOG("SOMEONE IS TRYING TO HACK? SESSION KEY MISMATCH: ours: %s != master: %s", userHash.c_str(), it->second.hash.c_str());
Game::server->Disconnect(it->second.sysAddr, eServerDisconnectIdentifiers::INVALID_SESSION_KEY);
return;
} else {
LOG("User %s authenticated with correct key.", username.c_str());
UserManager::Instance()->DeleteUser(packet->systemAddress);
//Create our user and send them in:
UserManager::Instance()->CreateUser(it->second.sysAddr, username, userHash);
auto zone = Game::zoneManager->GetZone();
if (zone) {
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
if (zone->GetZoneID().GetMapID() == 1100) {
auto pos = zone->GetSpawnPos();
x = pos.x;
y = pos.y;
z = pos.z;
}
WorldPackets::SendLoadStaticZone(it->second.sysAddr, x, y, z, zone->GetChecksum());
}
if (Game::server->GetZoneID() == 0) {
//Since doing this reroute breaks the client's request, we have to call this manually.
UserManager::Instance()->RequestCharacterList(it->second.sysAddr);
}
m_PendingUsers.erase(username);
//Notify master:
{
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::PLAYER_ADDED);
bitStream.Write((LWOMAPID)Game::server->GetZoneID());
bitStream.Write((LWOINSTANCEID)instanceID);
Game::server->SendToMaster(&bitStream);
}
}
break;
}
case eMasterMessageType::AFFIRM_TRANSFER_REQUEST: {
const uint64_t requestID = PacketUtils::ReadU64(8, packet);
LOG("Got affirmation request of transfer %llu", requestID);
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::AFFIRM_TRANSFER_RESPONSE);
bitStream.Write(requestID);
Game::server->SendToMaster(&bitStream);
break;
}
case eMasterMessageType::SHUTDOWN: {
Game::shouldShutdown = true;
LOG("Got shutdown request from master, zone (%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
break;
}
case eMasterMessageType::NEW_SESSION_ALERT: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t sessionKey = inStream.Read(sessionKey);
std::string username;
uint32_t len;
inStream.Read(len);
for (uint32_t i = 0; i < len; i++) {
char character; inStream.Read<char>(character);
username += character;
}
//Find them:
User* user = UserManager::Instance()->GetUser(username.c_str());
if (!user) {
LOG("Got new session alert for user %s, but they're not logged in.", username.c_str());
return;
}
//Check the key:
if (sessionKey != std::atoi(user->GetSessionKey().c_str())) {
LOG("Got new session alert for user %s, but the session key is invalid.", username.c_str());
Game::server->Disconnect(user->GetSystemAddress(), eServerDisconnectIdentifiers::INVALID_SESSION_KEY);
return;
}
break;
}
default:
LOG("Unknown packet ID from master %i", int(packet->data[3]));
}
return;
}
if (static_cast<eConnectionType>(packet->data[1]) != eConnectionType::WORLD) return;
switch (static_cast<eWorldMessageType>(packet->data[3])) {
case eWorldMessageType::VALIDATION: {
std::string username = PacketUtils::ReadString(0x08, packet, true);
std::string sessionKey = PacketUtils::ReadString(74, packet, true);
std::string clientDatabaseChecksum = PacketUtils::ReadString(packet->length - 33, packet, false);
// sometimes client puts a null terminator at the end of the checksum and sometimes doesn't, weird
clientDatabaseChecksum = clientDatabaseChecksum.substr(0, 32);
// If the check is turned on, validate the client's database checksum.
if (Game::config->GetValue("check_fdb") == "1" && !databaseChecksum.empty()) {
uint32_t gmLevel = 0;
auto* stmt = Database::CreatePreppedStmt("SELECT gm_level FROM accounts WHERE name=? LIMIT 1;");
stmt->setString(1, username.c_str());
auto* res = stmt->executeQuery();
while (res->next()) {
gmLevel = res->getInt(1);
}
delete stmt;
delete res;
// Developers may skip this check
if (gmLevel < 8 && clientDatabaseChecksum != databaseChecksum) {
LOG("Client's database checksum does not match the server's, aborting connection.");
Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::WRONG_GAME_VERSION);
return;
}
}
//Request the session info from Master:
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::REQUEST_SESSION_KEY);
bitStream.Write(LUString(username, 64));
Game::server->SendToMaster(&bitStream);
//Insert info into our pending list
tempSessionInfo info;
info.sysAddr = SystemAddress(packet->systemAddress);
info.hash = sessionKey;
m_PendingUsers.insert(std::make_pair(username, info));
break;
}
case eWorldMessageType::CHARACTER_LIST_REQUEST: {
//We need to delete the entity first, otherwise the char list could delete it while it exists in the world!
if (Game::server->GetZoneID() != 0) {
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
Game::entityManager->DestroyEntity(user->GetLastUsedChar()->GetEntity());
}
//This loops prevents users who aren't authenticated to double-request the char list, which
//would make the login screen freeze sometimes.
if (m_PendingUsers.size() > 0) {
for (auto it : m_PendingUsers) {
if (it.second.sysAddr == packet->systemAddress) {
return;
}
}
}
UserManager::Instance()->RequestCharacterList(packet->systemAddress);
break;
}
case eWorldMessageType::GAME_MSG: {
RakNet::BitStream bitStream(packet->data, packet->length, false);
uint64_t header;
LWOOBJID objectID;
eGameMessageType messageID;
bitStream.Read(header);
bitStream.Read(objectID);
bitStream.Read(messageID);
RakNet::BitStream dataStream;
bitStream.Read(dataStream, bitStream.GetNumberOfUnreadBits());
auto isSender = CheatDetection::VerifyLwoobjidIsSender(
objectID,
packet->systemAddress,
CheckType::Entity,
"Sending GM with a sending player that does not match their own. GM ID: %i",
static_cast<int32_t>(messageID)
);
if (isSender) GameMessageHandler::HandleMessage(&dataStream, packet->systemAddress, objectID, messageID);
break;
}
case eWorldMessageType::CHARACTER_CREATE_REQUEST: {
UserManager::Instance()->CreateCharacter(packet->systemAddress, packet);
break;
}
case eWorldMessageType::LOGIN_REQUEST: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOOBJID playerID = 0;
inStream.Read(playerID);
bool valid = CheatDetection::VerifyLwoobjidIsSender(
playerID,
packet->systemAddress,
CheckType::User,
"Sending login request with a sending player that does not match their own. Player ID: %llu",
playerID
);
if (!valid) return;
GeneralUtils::ClearBit(playerID, eObjectBits::CHARACTER);
GeneralUtils::ClearBit(playerID, eObjectBits::PERSISTENT);
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
auto lastCharacter = user->GetLoggedInChar();
// This means we swapped characters and we need to remove the previous player from the container.
if (static_cast<uint32_t>(lastCharacter) != playerID) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION);
bitStream.Write(lastCharacter);
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
}
UserManager::Instance()->LoginCharacter(packet->systemAddress, static_cast<uint32_t>(playerID));
break;
}
case eWorldMessageType::CHARACTER_DELETE_REQUEST: {
UserManager::Instance()->DeleteCharacter(packet->systemAddress, packet);
UserManager::Instance()->RequestCharacterList(packet->systemAddress);
break;
}
case eWorldMessageType::CHARACTER_RENAME_REQUEST: {
UserManager::Instance()->RenameCharacter(packet->systemAddress, packet);
break;
}
case eWorldMessageType::LEVEL_LOAD_COMPLETE: {
LOG("Received level load complete from user.");
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
Character* c = user->GetLastUsedChar();
if (c != nullptr) {
std::u16string username = GeneralUtils::ASCIIToUTF16(c->GetName());
Game::server->GetReplicaManager()->AddParticipant(packet->systemAddress);
EntityInfo info{};
info.lot = 1;
Entity* player = Game::entityManager->CreateEntity(info, UserManager::Instance()->GetUser(packet->systemAddress));
WorldPackets::SendCreateCharacter(packet->systemAddress, player, c->GetXMLData(), username, c->GetGMLevel());
WorldPackets::SendServerState(packet->systemAddress);
const auto respawnPoint = player->GetCharacter()->GetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID());
Game::entityManager->ConstructEntity(player, UNASSIGNED_SYSTEM_ADDRESS, true);
if (respawnPoint != NiPoint3::ZERO) {
GameMessages::SendPlayerReachedRespawnCheckpoint(player, respawnPoint, NiQuaternion::IDENTITY);
}
Game::entityManager->ConstructAllEntities(packet->systemAddress);
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) {
player->GetComponent<CharacterComponent>()->RocketUnEquip(player);
}
// Do charxml fixes here
auto* levelComponent = player->GetComponent<LevelProgressionComponent>();
if (!levelComponent) return;
auto version = levelComponent->GetCharacterVersion();
switch(version) {
case eCharacterVersion::RELEASE:
// TODO: Implement, super low priority
case eCharacterVersion::LIVE:
LOG("Updating Character Flags");
c->SetRetroactiveFlags();
levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS);
case eCharacterVersion::PLAYER_FACTION_FLAGS:
LOG("Updating Vault Size");
player->RetroactiveVaultSize();
levelComponent->SetCharacterVersion(eCharacterVersion::VAULT_SIZE);
case eCharacterVersion::VAULT_SIZE:
LOG("Updaing Speedbase");
levelComponent->SetRetroactiveBaseSpeed();
levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE);
case eCharacterVersion::UP_TO_DATE:
break;
}
player->GetCharacter()->SetTargetScene("");
// Fix the destroyable component
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->FixStats();
}
//Tell the player to generate BBB models, if any:
if (g_CloneID != 0) {
const auto& worldId = Game::zoneManager->GetZone()->GetZoneID();
const auto zoneId = Game::server->GetZoneID();
const auto cloneId = g_CloneID;
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT id FROM PropertyTemplate WHERE mapID = ?;");
query.bind(1, (int)zoneId);
auto result = query.execQuery();
if (result.eof() || result.fieldIsNull(0)) {
LOG("No property templates found for zone %d, not sending BBB", zoneId);
goto noBBB;
}
//Check for BBB models:
auto stmt = Database::CreatePreppedStmt("SELECT ugc_id FROM properties_contents WHERE lot=14 AND property_id=?");
int32_t templateId = result.getIntField(0);
result.finalize();
auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;");
propertyLookup->setInt(1, templateId);
propertyLookup->setInt64(2, g_CloneID);
auto* propertyEntry = propertyLookup->executeQuery();
uint64_t propertyId = 0;
if (propertyEntry->next()) {
propertyId = propertyEntry->getUInt64(1);
}
delete propertyLookup;
stmt->setUInt64(1, propertyId);
auto res = stmt->executeQuery();
while (res->next()) {
LOG("Getting lxfml ugcID: %u", res->getUInt(1));
//Get lxfml:
auto stmtL = Database::CreatePreppedStmt("SELECT lxfml from ugc where id=?");
stmtL->setUInt(1, res->getUInt(1));
auto lxres = stmtL->executeQuery();
while (lxres->next()) {
auto lxfml = lxres->getBlob(1);
lxfml->seekg(0, std::ios::end);
size_t lxfmlSize = lxfml->tellg();
lxfml->seekg(0);
//Send message:
{
LWOOBJID blueprintID = res->getUInt(1);
GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE);
bitStream.Write<LWOOBJID>(LWOOBJID_EMPTY); //always zero so that a check on the client passes
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
bitStream.Write<uint32_t>(1);
bitStream.Write(blueprintID);
bitStream.Write<uint32_t>(lxfmlSize);
for (size_t i = 0; i < lxfmlSize; ++i)
bitStream.Write<uint8_t>(lxfml->get());
SystemAddress sysAddr = packet->systemAddress;
SEND_PACKET;
PacketUtils::SavePacket("lxfml packet " + std::to_string(res->getUInt(1)) + ".bin", (char*)bitStream.GetData(), bitStream.GetNumberOfBytesUsed());
}
}
delete stmtL;
delete lxres;
}
delete stmt;
delete res;
}
noBBB:
// Tell the client it's done loading:
GameMessages::SendInvalidZoneTransferList(player, packet->systemAddress, GeneralUtils::ASCIIToUTF16(Game::config->GetValue("source")), u"", false, false);
GameMessages::SendServerDoneLoadingAllObjects(player, packet->systemAddress);
//Send the player it's mail count:
//update: this might not be needed so im going to try disabling this here.
//Mail::HandleNotificationRequest(packet->systemAddress, player->GetObjectID());
//Notify chat that a player has loaded:
{
const auto& playerName = player->GetCharacter()->GetName();
//RakNet::RakString playerName(player->GetCharacter()->GetName().c_str());
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_ADDED_NOTIFICATION);
bitStream.Write(player->GetObjectID());
bitStream.Write<uint32_t>(playerName.size());
for (size_t i = 0; i < playerName.size(); i++) {
bitStream.Write(playerName[i]);
}
auto zone = Game::zoneManager->GetZone()->GetZoneID();
bitStream.Write(zone.GetMapID());
bitStream.Write(zone.GetInstanceID());
bitStream.Write(zone.GetCloneID());
bitStream.Write(player->GetParentUser()->GetMuteExpire());
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
} else {
LOG("Couldn't find character to log in with for user %s (%i)!", user->GetUsername().c_str(), user->GetAccountID());
Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::CHARACTER_NOT_FOUND);
}
} else {
LOG("Couldn't get user for level load complete!");
}
break;
}
case eWorldMessageType::POSITION_UPDATE: {
ClientPackets::HandleClientPositionUpdate(packet->systemAddress, packet);
break;
}
case eWorldMessageType::MAIL: {
RakNet::BitStream bitStream(packet->data, packet->length, false);
// FIXME: Change this to the macro to skip the header...
LWOOBJID space;
bitStream.Read(space);
Mail::HandleMailStuff(&bitStream, packet->systemAddress, UserManager::Instance()->GetUser(packet->systemAddress)->GetLastUsedChar()->GetEntity());
break;
}
case eWorldMessageType::ROUTE_PACKET: {
//Yeet to chat
CINSTREAM_SKIP_HEADER;
uint32_t size = 0;
inStream.Read(size);
if (size > 20000) {
LOG("Tried to route a packet with a read size > 20000, so likely a false packet.");
return;
}
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, packet->data[14]);
//We need to insert the player's objectID so the chat server can find who originated this request:
LWOOBJID objectID = 0;
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
objectID = user->GetLastUsedChar()->GetObjectID();
}
bitStream.Write(objectID);
//Now write the rest of the data:
auto data = inStream.GetData();
for (uint32_t i = 0; i < size; ++i) {
bitStream.Write(data[i + 23]);
}
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE_ORDERED, 0, Game::chatSysAddr, false);
break;
}
case eWorldMessageType::STRING_CHECK: {
ClientPackets::HandleChatModerationRequest(packet->systemAddress, packet);
break;
}
case eWorldMessageType::GENERAL_CHAT_MESSAGE: {
if (chatDisabled) {
ChatPackets::SendMessageFail(packet->systemAddress);
} else {
ClientPackets::HandleChatMessage(packet->systemAddress, packet);
}
break;
}
case eWorldMessageType::HANDLE_FUNNESS: {
//This means the client is running slower or faster than it should.
//Could be insane lag, but I'mma just YEET them as it's usually speedhacking.
//This is updated to now count the amount of times we've been caught "speedhacking" to kick with a delay
//This is hopefully going to fix the random disconnects people face sometimes.
if (Game::config->GetValue("disable_anti_speedhack") == "1") {
return;
}
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
user->UserOutOfSync();
} else {
Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::KICK);
}
break;
}
default:
LOG("Unknown world packet received: %i", int(packet->data[3]));
}
}
void WorldShutdownProcess(uint32_t zoneId) {
LOG("Saving map %i instance %i", zoneId, instanceID);
for (auto i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i) {
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
auto* entity = Player::GetPlayer(player);
LOG("Saving data!");
if (entity != nullptr && entity->GetCharacter() != nullptr) {
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->Reset();
}
LOG("Saving character %s...", entity->GetCharacter()->GetName().c_str());
entity->GetCharacter()->SaveXMLToDatabase();
LOG("Character data for %s was saved!", entity->GetCharacter()->GetName().c_str());
}
}
if (PropertyManagementComponent::Instance() != nullptr) {
LOG("Saving ALL property data for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
PropertyManagementComponent::Instance()->Save();
LOG("ALL property data saved for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
}
LOG("ALL DATA HAS BEEN SAVED FOR ZONE %i INSTANCE %i!", zoneId, instanceID);
while (Game::server->GetReplicaManager()->GetParticipantCount() > 0) {
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(0);
Game::server->Disconnect(player, eServerDisconnectIdentifiers::SERVER_SHUTDOWN);
}
SendShutdownMessageToMaster();
}
void WorldShutdownSequence() {
if (Game::shouldShutdown || worldShutdownSequenceComplete) {
return;
}
Game::shouldShutdown = true;
LOG("Zone (%i) instance (%i) shutting down outside of main loop!", Game::server->GetZoneID(), instanceID);
WorldShutdownProcess(Game::server->GetZoneID());
FinalizeShutdown();
}
void FinalizeShutdown() {
LOG("Shutdown complete, zone (%i), instance (%i)", Game::server->GetZoneID(), instanceID);
//Delete our objects here:
Metrics::Clear();
Database::Destroy("WorldServer");
if (Game::chatFilter) delete Game::chatFilter;
if (Game::zoneManager) delete Game::zoneManager;
if (Game::server) delete Game::server;
if (Game::config) delete Game::config;
if (Game::entityManager) delete Game::entityManager;
if (Game::logger) delete Game::logger;
worldShutdownSequenceComplete = true;
exit(EXIT_SUCCESS);
}
void SendShutdownMessageToMaster() {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::SHUTDOWN_RESPONSE);
Game::server->SendToMaster(&bitStream);
}