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With new binaries in place, master moves everything onto them while the server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to master): - database migrations of the new build first; a failure stops there - UGC finishes the jobs it is running (queued rows stay pending), auth restarts, chat hands its teams to master for the next chat server; master starts the new processes and retries ones that don't come back - once the new chat server is up (CHAT_SERVER_READY) every world connects at once and sends its players again (LoginSessionNotify resync, no login logged) - every world instance is replaced with an instance migration: public worlds and private ones (same password) at once, properties after the old instance saved and froze the property (MIGRATE_PREPARE: no building, claiming or saving there any more), activity zones and character select once their players left or after a wait; empty instances just stop, zones in prestart_worlds get a new one first - the dashboard restarts last and picks the status up again Players land where they stood (position carried in CarriedPlayerState, also on properties and Moon Base). Draining instances get no new players (InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the world list. The order lives in LiveUpdateMachine.h without master state and is unit tested; master's glue is LiveUpdateCoordinator. Master itself is not replaced. Message IDs are appended only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
215 lines
7.7 KiB
C++
215 lines
7.7 KiB
C++
#pragma once
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#include <functional>
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#include <algorithm>
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#include "SpareBackoff.h"
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#include <map>
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#include <vector>
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#include "dCommonVars.h"
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#include "IServerOperations.h"
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#include "RakNetTypes.h"
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#include "Stamps.h"
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#include "dZMCommon.h"
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#include "Logger.h"
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#include "master/InstanceMigration.h"
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struct Player {
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LWOOBJID id;
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SystemAddress addr;
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};
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struct PendingInstanceRequest {
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uint64_t id;
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bool mythranShift;
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SystemAddress sysAddr;
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Stamps stamps; // The login stamps that came with the request; they go back in the response
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};
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class Instance {
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public:
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Instance(const std::string& ip, uint32_t port, LWOMAPID mapID, LWOINSTANCEID instanceID, LWOCLONEID cloneID, int softCap, int hardCap, bool isPrivate = false, std::string password = "") {
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m_IP = ip;
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m_Port = port;
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m_ZoneID = LWOZONEID(mapID, instanceID, cloneID);
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m_MaxClientsSoftCap = softCap;
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m_MaxClientsHardCap = hardCap;
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m_StartedHardCap = hardCap;
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m_CurrentClientCount = 0;
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m_IsPrivate = isPrivate;
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m_Password = password;
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m_Shutdown = false; //by default we are not shutting down
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m_PendingAffirmations = {};
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m_PendingRequests = {};
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m_Ready = false;
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m_IsShuttingDown = false;
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}
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const std::string& GetIP() const { return m_IP; }
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uint32_t GetPort() const { return m_Port; }
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const LWOZONEID& GetZoneID() const { return m_ZoneID; }
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LWOMAPID GetMapID() const { return m_ZoneID.GetMapID(); }
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LWOINSTANCEID GetInstanceID() const { return m_ZoneID.GetInstanceID(); }
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LWOCLONEID GetCloneID() const { return m_ZoneID.GetCloneID(); }
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bool GetIsPrivate() const { return m_IsPrivate; }
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const std::string& GetPassword() const { return m_Password; }
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bool GetIsReady() const { return m_Ready; }
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void SetIsReady(bool value) { m_Ready = value; }
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bool GetIsShuttingDown() const { return m_IsShuttingDown; }
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void SetIsShuttingDown(bool value) { m_IsShuttingDown = value; }
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// Its players are being moved to another instance (InstanceMigration.h): nobody new is sent here
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bool GetIsDraining() const { return m_IsDraining; }
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void SetIsDraining(bool value) { m_IsDraining = value; }
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// Seats held for players being moved in; they count towards the caps until the move is over
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int GetReserved() const { return m_Reserved; }
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void SetReserved(int value) { m_Reserved = std::max(0, value); }
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std::vector<PendingInstanceRequest>& GetPendingRequests() { return m_PendingRequests; }
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std::vector<PendingInstanceRequest>& GetPendingAffirmations() { return m_PendingAffirmations; }
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int GetHardCap() const { return m_MaxClientsHardCap; }
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int GetSoftCap() const { return m_MaxClientsSoftCap; }
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int GetCurrentClientCount() const { return m_CurrentClientCount; }
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// New caps for a running instance: the hard cap can't go above what its world server was started with
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void SetCaps(int softCap, int hardCap) {
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m_MaxClientsHardCap = std::min(hardCap, m_StartedHardCap);
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m_MaxClientsSoftCap = std::min(softCap, m_MaxClientsHardCap);
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}
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void SetAffirmationTimeout(const uint32_t value) { m_AffirmationTimeout = value; }
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uint32_t GetAffirmationTimeout() const { return m_AffirmationTimeout; }
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void AddPlayer(Player player) { /*m_Players.push_back(player);*/ m_CurrentClientCount++; }
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void RemovePlayer(Player player) {
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m_CurrentClientCount--;
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if (m_CurrentClientCount < 0) m_CurrentClientCount = 0;
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/*for (size_t i = 0; i < m_Players.size(); ++i)
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if (m_Players[i].addr == player.addr) m_Players.erase(m_Players.begin() + i);*/
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}
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void SetSysAddr(SystemAddress sysAddr) { m_SysAddr = sysAddr; }
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const SystemAddress& GetSysAddr() const { return m_SysAddr; }
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void SetShutdownComplete(bool value);
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bool GetShutdownComplete() const;
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void Shutdown();
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bool IsFull(bool isFriendTransfer) const;
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// What instance migrations and live updates plan with
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InstanceMigration::InstanceView View() const {
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InstanceMigration::InstanceView view;
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view.zoneId = GetMapID();
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view.instanceId = GetInstanceID();
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view.cloneId = GetCloneID();
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view.players = GetCurrentClientCount();
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view.softCap = GetSoftCap();
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view.hardCap = GetHardCap();
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view.reserved = GetReserved();
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view.ready = GetIsReady();
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view.isPrivate = GetIsPrivate();
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view.shuttingDown = GetIsShuttingDown() || GetShutdownComplete();
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view.draining = GetIsDraining();
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return view;
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}
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private:
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std::string m_IP{};
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uint32_t m_Port{};
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LWOZONEID m_ZoneID{};
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int m_MaxClientsSoftCap{};
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int m_MaxClientsHardCap{};
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int m_StartedHardCap{}; // the -maxclients its world server was started with
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int m_CurrentClientCount{};
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std::vector<Player> m_Players{};
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SystemAddress m_SysAddr{};
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bool m_Ready{};
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bool m_IsShuttingDown{};
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bool m_IsDraining{};
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int m_Reserved{};
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std::vector<PendingInstanceRequest> m_PendingRequests{};
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std::vector<PendingInstanceRequest> m_PendingAffirmations{};
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uint32_t m_AffirmationTimeout{};
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bool m_IsPrivate{};
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std::string m_Password{};
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bool m_Shutdown{};
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//Private functions:
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};
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using InstancePtr = std::unique_ptr<Instance>;
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class InstanceManager {
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public:
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InstanceManager(const std::string& externalIP);
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const InstancePtr& GetInstance(LWOMAPID mapID, bool isFriendTransfer, LWOCLONEID cloneID); //Creates an instance if none found
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bool IsPortInUse(uint32_t port);
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uint32_t GetFreePort();
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void AddPlayer(SystemAddress systemAddr, LWOMAPID mapID, LWOINSTANCEID instanceID);
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void RemovePlayer(SystemAddress systemAddr, LWOMAPID mapID, LWOINSTANCEID instanceID);
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const std::vector<InstancePtr>& GetInstances() const;
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void AddInstance(InstancePtr& instance);
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// Called on the main thread whenever a world is launched, becomes ready or is removed (for the dashboard's list)
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void SetOnInstancesChanged(std::function<void()> callback) { m_OnInstancesChanged = std::move(callback); }
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void RemoveInstance(const InstancePtr& instance);
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void ReadyInstance(const InstancePtr& instance);
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void RequestAffirmation(const InstancePtr& instance, const PendingInstanceRequest& request);
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void AffirmTransfer(const InstancePtr& instance, uint64_t transferID);
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void RedirectPendingRequests(const InstancePtr& instance);
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const InstancePtr& GetInstanceBySysAddr(const SystemAddress& sysAddr);
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const InstancePtr& FindInstance(LWOMAPID mapID, bool isFriendTransfer, LWOCLONEID cloneId = 0);
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const InstancePtr& FindInstance(LWOMAPID mapID, LWOINSTANCEID instanceID);
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const InstancePtr& FindInstanceWithPrivate(LWOMAPID mapID, LWOINSTANCEID instanceID);
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const InstancePtr& CreatePrivateInstance(LWOMAPID mapID, LWOCLONEID cloneID, const std::string& password);
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const InstancePtr& FindPrivateInstance(const std::string& password);
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void SetIsShuttingDown(bool value) { this->m_IsShuttingDown = value; };
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void PruneUnreadyInstances();
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// Start a new public instance of a zone even when one with room is running (instance migrations)
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const InstancePtr& StartNewInstance(LWOMAPID mapID, LWOCLONEID cloneID) { return CreateInstance(mapID, cloneID); }
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/**
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* Player caps and spare instances set per zone on the dashboard (zone_limits). Caps apply to public instances
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* started from now on, and running ones get the new caps too (a hard cap only as high as they were started with).
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*/
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void LoadZoneLimits();
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// Start an instance of each zone that has fewer instances with room than its spare_instances (one per call)
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void KeepSpareInstances();
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private:
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std::string mExternalIP;
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std::vector<std::unique_ptr<Instance>> m_Instances;
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uint16_t m_LastPort = 3000;
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LWOINSTANCEID m_LastInstanceID;
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/**
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* Whether or not the master server is currently shutting down.
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*/
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bool m_IsShuttingDown = false;
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std::map<LWOMAPID, IServerOperations::ZoneLimit> m_ZoneLimits;
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std::map<LWOMAPID, SpareBackoff> m_SpareBackoff;
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//Private functions:
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int GetSoftCap(LWOMAPID mapID);
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int GetHardCap(LWOMAPID mapID);
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const InstancePtr& CreateInstance(LWOMAPID mapID, LWOCLONEID cloneID);
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std::function<void()> m_OnInstancesChanged;
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};
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