Files
DarkflameServer/dDashboardServer/DashboardServer.cpp
Aaron Kimbrell 109a936798 feat: live updates move every server onto a new build without a restart
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>
2026-09-28 22:31:23 -05:00

657 lines
23 KiB
C++

#include <algorithm>
#include <chrono>
#include <cstdlib>
#include <iostream>
#include <thread>
#include <csignal>
#include <memory>
#include "CDClientDatabase.h"
#include "ConfigSync.h"
#include "CDClientManager.h"
#include "Database.h"
#include "dConfig.h"
#include "Logger.h"
#include "dServer.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "ServiceType.h"
#include "MessageType/Master.h"
#include "MasterPackets.h"
#include "PacketDispatcher.h"
#include "Game.h"
#include "BitStreamUtils.h"
#include "dCommonVars.h"
#include "Diagnostics.h"
#include "Locale.h"
#include "Web.h"
#include "Server.h"
#include "ServerState.h"
#include "APIRoutes.h"
#include "StaticRoutes.h"
#include "DashboardRoutes.h"
#include "WSRoutes.h"
#include "AuthRoutes.h"
#include "PlayerActions.h"
#include "AccountRoutes.h"
#include "ClientAssets.h"
#include "MaintenanceRoutes.h"
#include "ReportRoutes.h"
#include "SecurityRoutes.h"
#include "WebhookRoutes.h"
#include "RouteUtils.h"
#include "EconomyJobs.h"
#include "Scheduler.h"
#include "BackupRoutes.h"
#include "ReportViews.h"
#include "CharacterTools.h"
#include "CharacterRestore.h"
#include "MissionTools.h"
#include "CharacterProgress.h"
#include "ServerRoutes.h"
#include "LeaderboardRoutes.h"
#include "RequireAuthMiddleware.h"
#include "Permissions.h"
#include "VanityRoutes.h"
#include "ChatRoutes.h"
#include "Strikes.h"
#include "ModerationTools.h"
#include "ModeratorHelper.h"
#include "LiveWorld.h"
#include "LiveUpdateRoutes.h"
#include "Scenery.h"
#include "Workers.h"
#include "ReportRoutes.h"
#include "WorldView.h"
#include "ClientAssets.h"
#include "DashboardRoutes.h"
#include "LiveEventRoutes.h"
#include "ChallengeRoutes.h"
#include "Inspector.h"
#include "CDClientBrowser.h"
#include "master/MessageCapture.h"
#include "PublicRoutes.h"
#include "Showcase.h"
#include "ContrabandRoutes.h"
#include "UgcRoutes.h"
#include "UgcLinks.h"
#include "PropertyRentRoutes.h"
#include "FeaturedProperties.h"
#include "PasswordRecovery.h"
#include "SettingsRoutes.h"
#include "SettingsHistory.h"
#include "Announcements.h"
#include "EventsCalendar.h"
#include "InstanceLoad.h"
#include "WorldView.h"
#include "PrometheusMetrics.h"
#include "Traffic.h"
#include "master/ServerTraffic.h"
#include "Background.h"
#include "master/DashboardMessages.h"
#include "master/DataChanged.h"
#include "EmailService.h"
#include "AuthMiddleware.h"
#include "DashboardAuthService.h"
#include "Totp.h"
#include "Alerts.h"
#include "DashboardAuthService.h"
#include "AuthTokenHandler.h"
#include "ApiKeyService.h"
#include "ApiKeyRoutes.h"
#include "JWTUtils.h"
#include "GeneralUtils.h"
#include <fstream>
#include <filesystem>
namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
}
// Define global server state
namespace ServerState {
ServerStatus g_AuthStatus{};
ServerStatus g_ChatStatus{};
ServerStatus g_UgcStatus{};
bool g_UgcEnabled{};
uint32_t g_UgcPid{};
std::vector<WorldInstanceInfo> g_WorldInstances{};
std::vector<WorldInstanceInfo> g_PendingWorlds{};
std::mutex g_StatusMutex{};
}
namespace {
dServer* g_Server = nullptr;
// The server list is fetched again every so often: it corrects player counts and drops worlds that crashed
// without saying so
std::chrono::steady_clock::time_point g_NextServerListRequest{};
constexpr auto SERVER_LIST_INTERVAL = std::chrono::seconds(30);
std::string GetZoneDisplayName(uint32_t mapID) {
if (mapID == 0) return "Character Select";
std::string key = "ZoneTable_" + std::to_string(mapID) + "_DisplayDescription";
const auto& name = Locale::GetPhrase(key);
if (!name.empty()) return name;
return "Zone " + std::to_string(mapID);
}
/**
* Load the JWT signing secret: jwt_secret from config if set, otherwise a random secret generated
* on first start and kept in a file next to the binary so sessions survive restarts.
*/
bool InitializeJWTSecret() {
const auto configured = Game::config->GetValue("jwt_secret");
if (!configured.empty()) {
if (configured.size() < 32) {
LOG("jwt_secret must be at least 32 characters");
return false;
}
JWTUtils::SetSecretKey(configured);
return JWTUtils::HasSecretKey();
}
const auto secretPath = BinaryPathFinder::GetBinaryDir() / "dashboard_jwt_secret";
std::string secret;
if (std::ifstream in(secretPath); in) std::getline(in, secret);
if (secret.size() < 32) {
secret = JWTUtils::GenerateSecret();
if (secret.empty()) {
LOG("Failed to generate a JWT secret");
return false;
}
std::ofstream out(secretPath, std::ios::trunc);
out << secret;
out.close();
std::error_code ec;
std::filesystem::permissions(secretPath, std::filesystem::perms::owner_read | std::filesystem::perms::owner_write, std::filesystem::perm_options::replace, ec);
LOG("Generated a new dashboard JWT secret at %s", secretPath.string().c_str());
}
JWTUtils::SetSecretKey(secret);
return JWTUtils::HasSecretKey();
}
// Which property a property instance is (clone id), for the world list
void AddPropertyDetails(WorldInstanceInfo& info) {
if (info.cloneID == 0) return;
// The list is refreshed every 30 seconds; look each property up once
static std::map<std::pair<uint32_t, uint32_t>, WorldInstanceInfo> cache;
const auto key = std::make_pair(info.mapID, info.cloneID);
if (const auto it = cache.find(key); it != cache.end()) {
info.propertyId = it->second.propertyId;
info.propertyName = it->second.propertyName;
info.ownerId = it->second.ownerId;
info.ownerName = it->second.ownerName;
return;
}
try {
const auto property = Database::Get()->GetPropertyInfo(info.mapID, info.cloneID);
if (!property) return;
info.propertyId = std::to_string(property->id);
info.propertyName = property->name;
info.ownerId = std::to_string(property->ownerId);
if (const auto owner = Database::Get()->GetCharacterInfo(property->ownerId)) info.ownerName = owner->name;
cache[key] = info;
} catch (const std::exception&) {}
}
void OnServerList(const MasterPackets::ServerListResponse& list, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
ServerState::g_AuthStatus.Set(list.authOnline != 0);
ServerState::g_ChatStatus.Set(list.chatOnline != 0);
ServerState::g_UgcStatus.Set(list.ugcOnline != 0);
ServerState::g_UgcEnabled = list.ugcEnabled != 0;
ServerState::g_UgcPid = list.ugcPid;
ServerState::g_WorldInstances.clear();
ServerState::g_PendingWorlds.clear();
for (const auto& instance : list.instances) {
WorldInstanceInfo info;
info.mapID = instance.mapID;
info.instanceID = instance.instanceID;
info.cloneID = instance.cloneID;
info.players = instance.players;
info.ip = instance.ip.string;
info.port = instance.port;
info.isPrivate = instance.isPrivate != 0;
info.zoneName = GetZoneDisplayName(info.mapID);
AddPropertyDetails(info);
using eState = MasterPackets::ServerListResponse::eState;
if (instance.state == eState::READY || instance.state == eState::DRAINING) {
// Draining: still up with its players, who are being moved to a new instance
if (instance.state == eState::DRAINING) info.state = "draining";
ServerState::g_WorldInstances.push_back(info);
} else {
info.state = instance.state == eState::STARTING ? "starting" : "stopping";
ServerState::g_PendingWorlds.push_back(info);
}
}
LOG_DEBUG("Received server list: auth=%s chat=%s ugc=%s worlds=%u",
list.authOnline ? "online" : "offline",
list.chatOnline ? "online" : "offline",
list.ugcOnline ? "online" : list.ugcEnabled ? "offline" : "off",
static_cast<uint32_t>(list.instances.size()));
}
void OnServerInfo(const MasterPackets::ServerInfo& serverInfo, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
// Master sends "offline" as the address when one goes away
const bool up = serverInfo.ip.string != "offline";
switch (serverInfo.serverType) {
case ServiceType::AUTH:
ServerState::g_AuthStatus.Set(up);
break;
case ServiceType::CHAT:
ServerState::g_ChatStatus.Set(up);
break;
case ServiceType::UGC:
ServerState::g_UgcStatus.Set(up);
// Only started when enabled; the pid comes with the next server list
if (up) ServerState::g_UgcEnabled = true;
break;
default:
break;
}
}
void OnWorldReady(const MasterPackets::WorldReadyInfo& ready, const SystemAddress&) {
const LWOMAPID zoneID = ready.zoneID;
const LWOINSTANCEID instanceID = ready.instanceID;
std::lock_guard lock(ServerState::g_StatusMutex);
WorldInstanceInfo info;
info.mapID = zoneID;
info.instanceID = instanceID;
info.cloneID = ready.cloneID;
info.players = 0;
info.ip = ready.ip.string;
info.port = ready.port;
info.isPrivate = ready.isPrivate != 0;
info.zoneName = GetZoneDisplayName(zoneID);
AddPropertyDetails(info);
// Master can report a world more than once (in the server list and when it becomes ready): replace, don't add
auto& instances = ServerState::g_WorldInstances;
const auto existing = std::ranges::find_if(instances, [&](const WorldInstanceInfo& w) { return w.mapID == zoneID && w.instanceID == instanceID; });
if (existing != instances.end()) {
info.players = existing->players;
*existing = info;
} else {
instances.push_back(info);
}
std::erase_if(ServerState::g_PendingWorlds, [&](const WorldInstanceInfo& w) { return w.mapID == zoneID && w.instanceID == instanceID; });
LOG("World ready: zone %i instance %i", zoneID, instanceID);
}
void OnPlayerAdded(const MasterPackets::PlayerAdded& added, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
for (auto& world : ServerState::g_WorldInstances) {
if (world.mapID == added.zoneID && world.instanceID == added.instanceID) {
world.players++;
break;
}
}
}
void OnPlayerRemoved(const MasterPackets::PlayerRemoved& removed, const SystemAddress&) {
std::lock_guard lock(ServerState::g_StatusMutex);
for (auto& world : ServerState::g_WorldInstances) {
if (world.mapID == removed.zoneID && world.instanceID == removed.instanceID) {
if (world.players > 0) world.players--;
break;
}
}
}
void OnWorldShutDown(const MasterPackets::WorldShutDown& shutDown, const SystemAddress&) {
const LWOMAPID zoneID = shutDown.zoneID;
const LWOINSTANCEID instanceID = shutDown.instanceID;
std::lock_guard lock(ServerState::g_StatusMutex);
auto& instances = ServerState::g_WorldInstances;
instances.erase(
std::remove_if(instances.begin(), instances.end(),
[zoneID, instanceID](const WorldInstanceInfo& w) {
return w.mapID == zoneID && w.instanceID == instanceID;
}),
instances.end());
LOG("World shutdown: zone %i instance %i", zoneID, instanceID);
}
// Packets from master
const PacketDispatcher<MessageType::Master>& MasterHandlers() {
static const auto handlers = [] {
PacketDispatcher<MessageType::Master> handlers;
using MessageType::Master;
handlers.On<MasterPackets::ServerListResponse>(Master::SERVER_LIST_RESPONSE, OnServerList);
handlers.On<MasterPackets::ServerInfo>(Master::SERVER_INFO, OnServerInfo);
handlers.On<MasterPackets::WorldReadyInfo>(Master::WORLD_READY, OnWorldReady);
handlers.On<MasterPackets::PlayerAdded>(Master::PLAYER_ADDED, OnPlayerAdded);
handlers.On<MasterPackets::PlayerRemoved>(Master::PLAYER_REMOVED, OnPlayerRemoved);
handlers.On<PlayerPositions>(Master::PLAYER_POSITIONS, [](const PlayerPositions& positions, const SystemAddress&) { LiveWorld::HandlePlayerPositions(positions); });
handlers.On<MessageCaptureData>(Master::MESSAGE_CAPTURE_DATA, [](const MessageCaptureData& data, const SystemAddress&) { Inspector::HandleData(data); });
handlers.On<DataChanged>(Master::DATA_CHANGED, [](const DataChanged& changed, const SystemAddress&) { BroadcastDataChanged(changed); });
handlers.On<PlayerActionResult>(Master::PLAYER_ACTION_RESULT, [](const PlayerActionResult& result, const SystemAddress&) { PlayerActions::HandleResult(result); });
handlers.On<MasterPackets::WorldShutDown>(Master::SHUTDOWN_RESPONSE, OnWorldShutDown);
handlers.On<ServerTraffic>(Master::SERVER_TRAFFIC, [](const ServerTraffic& report, const SystemAddress&) { Traffic::Ingest(report); });
handlers.On<LiveUpdateStatus>(Master::LIVE_UPDATE_STATUS, [](const LiveUpdateStatus& status, const SystemAddress&) { LiveUpdateRoutes::HandleStatus(status); });
return handlers;
}();
return handlers;
}
void HandleMasterPacket(Packet* packet) {
MasterHandlers().Dispatch(packet, ServiceType::MASTER);
}
}
int main(int argc, char** argv) {
Diagnostics::SetProduceMemoryDump(true);
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
uint32_t maxClients = 999;
uint32_t ourPort = 2006;
std::string ourIP = "127.0.0.1";
// Read config
Game::config = new dConfig("dashboardconfig.ini");
// Setup logger
// Like the other servers: logs/DashboardServer/DashboardServer_<start time>.log
Server::SetupLogger("DashboardServer_" + std::to_string(time(nullptr)), "DashboardServer");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
LOG("Starting Dashboard Server");
// Load settings
if (Game::config->GetValue("max_clients") != "")
maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "")
ourPort = std::atoi(Game::config->GetValue("port").c_str());
if (Game::config->GetValue("listen_ip") != "")
ourIP = Game::config->GetValue("listen_ip");
// Connect to CDClient database
try {
const std::string cdclientPath = BinaryPathFinder::GetBinaryDir() / "resServer/CDServer.sqlite";
CDClientDatabase::Connect(cdclientPath);
} catch (std::exception& ex) {
LOG("Failed to connect to CDClient database: %s", ex.what());
return EXIT_FAILURE;
}
// Connect to the database
try {
Database::Connect();
} catch (std::exception& ex) {
LOG("Failed to connect to the database: %s", ex.what());
return EXIT_FAILURE;
}
// Settings edited on the dashboard (server_config table) are layered over the files from here on
Game::config->SetDatabaseSync(ConfigSync::Sync);
// Load locale translations
std::string clientPath = Game::config->GetValue("client_location");
if (!clientPath.empty()) {
std::string localePath = clientPath + "/locale/locale.xml";
Locale::LoadFromFile(localePath);
}
// Get master info from database
std::string masterIP = "localhost";
uint32_t masterPort = 1000;
std::string masterPassword;
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
masterPassword = masterInfo->password;
}
// Setup network server for communicating with Master. It needs its own UDP ports (net_port and the one after):
// reusing the web port would take chat's master connection port (chat_server_port + 1 = 2006 by default).
const auto netPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("net_port")).value_or(2010);
g_Server = new dServer(
masterIP,
netPort,
0,
maxClients,
false,
false,
Game::logger,
masterIP,
masterPort,
ServiceType::DASHBOARD, // Connect as dashboard to master
Game::config,
&Game::lastSignal,
masterPassword
);
Game::server = g_Server;
// What the worker threads read from the CDClient and the settings, read now on this thread: workers never query
// the CDClient, read settings or touch the network (RakNet and mongoose are the main thread's)
{
const auto start = std::chrono::steady_clock::now();
ClientAssets::Preload();
UgcRoutes::Preload();
PreloadZoneData();
Scenery::Preload();
WorldView::Preload();
ZoneNames();
LOG("Read the client data for the 3D views in %lld ms", static_cast<long long>(std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - start).count()));
}
Workers::Start();
// Initialize web server
if (!Game::web.Startup(ourIP, ourPort)) {
LOG("Failed to start web server on %s:%d", ourIP.c_str(), ourPort);
return EXIT_FAILURE;
}
if (!InitializeJWTSecret()) {
LOG("Dashboard authentication could not be initialized; refusing to start");
return EXIT_FAILURE;
}
Game::web.SetDefaultHeaders({
"X-Content-Type-Options: nosniff",
"X-Frame-Options: DENY",
"Referrer-Policy: same-origin",
"Cache-Control: no-store",
// Pages use inline scripts and styles, so this mainly limits where code, connections and forms can go
"Content-Security-Policy: default-src 'self'; "
"script-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com https://cdn.datatables.net https://cdn.jsdelivr.net; "
"style-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com https://cdn.datatables.net; "
"img-src 'self' data: blob:; font-src 'self' data: https://cdnjs.cloudflare.com; connect-src 'self'; "
"object-src 'none'; base-uri 'self'; form-action 'self'; frame-ancestors 'none'"
});
// WebSocket connections carry the session cookie; the level gates which topics they may receive
// Also called again for open sockets every minute and when an account changes (BroadcastTableChanged("accounts"))
Game::web.SetWSAuthCallback([](const std::string& token) -> std::optional<WSAuth> {
// An API key: its owner as of now, and its scope for the subscriptions
if (ApiKeyService::LooksLikeKey(token)) {
const auto key = ApiKeyService::Verify(token);
if (!key) return std::nullopt;
if (key->needsTwoFactorSetup) return WSAuth{ 0, key->accountId, key->scope };
return WSAuth{ key->gmLevel, key->accountId, key->scope };
}
const auto result = AuthTokenHandler::ValidateToken(token);
if (!result.isValid) return std::nullopt;
// Until required two-factor login is set up the session only reaches its own account page
if (DashboardAuthService::NeedsTwoFactorSetup(result.accountId, result.gmLevel)) return WSAuth{ 0, result.accountId };
return WSAuth{ result.gmLevel, result.accountId };
});
if (!Totp::LoadKey()) LOG("Two-factor login is unavailable: no usable key");
EmailService::Initialize();
Alerts::Initialize();
Background::Initialize();
RegisterEconomyTasks();
RegisterMaintenanceTasks();
RegisterBackupTask();
RegisterReportViewTask();
RegisterCharacterTasks();
Inspector::Initialize();
Scheduler::Initialize();
// Register global middleware
Game::web.AddGlobalMiddleware(std::make_shared<AuthMiddleware>());
// Register routes in order: API, Static, Auth, WebSocket, Dashboard (dashboard MUST be last)
RegisterAPIRoutes();
RegisterStaticRoutes();
RegisterAuthRoutes();
RegisterAccountRoutes();
RegisterClientAssetRoutes();
RegisterMaintenanceRoutes();
RegisterReportRoutes();
RegisterSecurityRoutes();
RegisterWebhookRoutes();
RegisterEconomyJobRoutes();
Scheduler::RegisterRoutes();
RegisterBackupRoutes();
RegisterReportViewRoutes();
RegisterCharacterToolRoutes();
RegisterCharacterRestoreRoutes();
RegisterMissionToolRoutes();
RegisterCharacterProgressRoutes();
RegisterServerRoutes();
RegisterLeaderboardRoutes();
ApiKeyRoutes::RegisterRoutes();
RequireAuthMiddleware::SetApiAccessCheck([](uint8_t gmLevel) { return Permissions::Allowed(gmLevel, "api_access"); });
RequireAuthMiddleware::SetForbiddenPage([](const HTTPContext& context, HTTPReply& reply) {
RouteUtils::RenderError(reply, context, eHTTPStatusCode::FORBIDDEN, "You don't have permission to open this page.");
});
Game::web.SetWSApiAccessCallback([](uint8_t gmLevel) { return Permissions::Allowed(gmLevel, "api_access"); });
RegisterVanityRoutes();
RegisterChatRoutes();
RegisterStrikeRoutes();
RegisterModerationToolRoutes();
ModeratorHelper::RegisterRoutes();
LiveWorld::RegisterRoutes();
LiveUpdateRoutes::RegisterRoutes();
Inspector::RegisterRoutes();
RegisterCDClientBrowserRoutes();
RegisterSettingsRoutes();
SettingsHistory::RegisterRoutes();
Announcements::RegisterRoutes();
EventsCalendar::RegisterRoutes();
LiveEventRoutes::RegisterRoutes();
ChallengeRoutes::RegisterRoutes();
InstanceLoad::RegisterRoutes();
WorldView::RegisterRoutes();
Scenery::RegisterRoutes();
PrometheusMetrics::RegisterRoutes();
Traffic::RegisterRoutes();
RegisterPublicRoutes();
RegisterShowcaseRoutes();
FeaturedProperties::RegisterRoutes();
ContrabandRoutes::RegisterRoutes();
UgcRoutes::RegisterRoutes();
UgcLinks::RegisterRoutes();
PropertyRentRoutes::RegisterRoutes();
RegisterPasswordRecoveryRoutes();
RegisterWSRoutes();
RegisterDashboardRoutes(); // Must be last - catches all unmatched routes
LOG("Dashboard Server started successfully on %s:%d", ourIP.c_str(), ourPort);
LOG("Connected to Master Server at %s:%d", masterIP.c_str(), masterPort);
// Main loop
auto lastTime = std::chrono::high_resolution_clock::now();
auto lastBroadcast = lastTime;
auto currentTime = lastTime;
constexpr float deltaTime = 1.0f / 60.0f; // 60 FPS
const float broadcastInterval = GeneralUtils::TryParse<float>(Game::config->GetValue("broadcast_interval")).value_or(2000.0f);
while (!Game::ShouldShutdown()) {
// The web server runs every pass, not just once per tick: a request takes several polls (accept, read,
// reply), and waiting a tick between each capped the dashboard at a few dozen requests a second.
// The poll's wait for network traffic is also this loop's sleep.
Game::web.ReceiveRequests(2);
currentTime = std::chrono::high_resolution_clock::now();
const auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastTime).count();
const auto elapsedSinceBroadcast = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - lastBroadcast).count();
if (elapsed >= 1000.0f / 60.0f) {
Packet* packet = g_Server->ReceiveFromMaster();
while (packet) {
HandleMasterPacket(packet);
g_Server->DeallocateMasterPacket(packet);
packet = g_Server->ReceiveFromMaster();
}
// Only once the master link is up; sent earlier, the request is dropped and auth/chat look offline
if (g_Server->GetIsConnectedToMaster() && std::chrono::steady_clock::now() >= g_NextServerListRequest) {
MasterPackets::SendToMaster(MasterPackets::RequestServerList());
g_NextServerListRequest = std::chrono::steady_clock::now() + SERVER_LIST_INTERVAL;
}
PlayerActions::Update();
EmailService::Update();
Alerts::Update();
Background::Update();
ModeratorHelper::Update();
Scheduler::Update();
ServerRoutes::Update();
LiveWorld::Update();
LiveUpdateRoutes::Update();
Inspector::Update();
Announcements::Update();
EventsCalendar::Update();
LiveEventRoutes::Update();
ChallengeRoutes::Update();
InstanceLoad::Update();
Traffic::Update();
ApiKeyService::Update();
// Broadcast dashboard updates periodically
if (elapsedSinceBroadcast >= broadcastInterval) {
BroadcastDashboardUpdate();
lastBroadcast = currentTime;
}
lastTime = currentTime;
}
}
// Cleanup: the worker threads first (they answer deferred requests), then the web server's connections
Workers::Stop();
Game::web.Shutdown();
ApiKeyService::Flush();
Inspector::Shutdown();
EmailService::Shutdown();
ModeratorHelper::Shutdown();
Background::Shutdown();
Alerts::Shutdown();
Database::Destroy("DashboardServer");
delete g_Server;
g_Server = nullptr;
Game::server = nullptr;
delete Game::logger;
Game::logger = nullptr;
delete Game::config;
Game::config = nullptr;
return EXIT_SUCCESS;
}