DarkflameServer/dMasterServer/MasterServer.cpp
David Markowitz b432a3f5da Remove inlines
Clean up macros

more tomorrow

Cleanup and optimize CDActivities table

Remove unused include

Further work on CDActivityRewards

Update MasterServer.cpp

Further animations work

Activities still needs work for a better PK.

fix type

All of these replacements worked

Create internal interface for animations

Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
2023-03-26 02:59:46 -07:00

971 lines
31 KiB
C++

#include <chrono>
#include <cstdlib>
#include <ctime>
#include <iostream>
#include <map>
#include <string>
#include <thread>
#include <fstream>
#ifdef _WIN32
#include <bcrypt/BCrypt.hpp>
#else
#include <bcrypt.h>
#endif
#include <csignal>
//DLU Includes:
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "Database.h"
#include "MigrationRunner.h"
#include "Diagnostics.h"
#include "dCommonVars.h"
#include "dConfig.h"
#include "dLogger.h"
#include "dServer.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
//RakNet includes:
#include "RakNetDefines.h"
//Packet includes:
#include "AuthPackets.h"
#include "Game.h"
#include "InstanceManager.h"
#include "MasterPackets.h"
#include "ObjectIDManager.h"
#include "PacketUtils.h"
#include "dMessageIdentifiers.h"
#include "FdbToSqlite.h"
namespace Game {
dLogger* logger = nullptr;
dServer* server = nullptr;
InstanceManager* im = nullptr;
dConfig* config = nullptr;
AssetManager* assetManager = nullptr;
bool shouldShutdown = false;
std::mt19937 randomEngine;
} //namespace Game
bool shutdownSequenceStarted = false;
void ShutdownSequence(int32_t signal = -1);
int32_t FinalizeShutdown(int32_t signal = -1);
dLogger* SetupLogger();
void StartAuthServer();
void StartChatServer();
void HandlePacket(Packet* packet);
std::map<uint32_t, std::string> activeSessions;
SystemAddress authServerMasterPeerSysAddr;
SystemAddress chatServerMasterPeerSysAddr;
int main(int argc, char** argv) {
constexpr uint32_t masterFramerate = mediumFramerate;
constexpr uint32_t masterFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Master");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
#if defined(_WIN32) && defined(MARIADB_PLUGIN_DIR_OVERRIDE)
_putenv_s("MARIADB_PLUGIN_DIR", MARIADB_PLUGIN_DIR_OVERRIDE);
#endif
//Triggers the shutdown sequence at application exit
std::atexit([]() { ShutdownSequence(); });
signal(SIGINT, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
signal(SIGTERM, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return EXIT_FAILURE;
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "authconfig.ini")) {
Game::logger->Log("MasterServer", "Couldnt find authconfig.ini");
return EXIT_FAILURE;
}
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "chatconfig.ini")) {
Game::logger->Log("MasterServer", "Couldnt find chatconfig.ini");
return EXIT_FAILURE;
}
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "masterconfig.ini")) {
Game::logger->Log("MasterServer", "Couldnt find masterconfig.ini");
return EXIT_FAILURE;
}
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "sharedconfig.ini")) {
Game::logger->Log("MasterServer", "Couldnt find sharedconfig.ini");
return EXIT_FAILURE;
}
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "worldconfig.ini")) {
Game::logger->Log("MasterServer", "Couldnt find worldconfig.ini");
return EXIT_FAILURE;
}
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "masterconfig.ini").string());
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
Game::logger->Log("MasterServer", "Starting Master server...");
Game::logger->Log("MasterServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("MasterServer", "Compiled on: %s", __TIMESTAMP__);
//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");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
} catch (sql::SQLException& ex) {
Game::logger->Log("MasterServer", "Got an error while connecting to the database: %s", ex.what());
Game::logger->Log("MigrationRunner", "Migrations not run");
return EXIT_FAILURE;
}
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) {
Game::logger->Log("MasterServer", "Got an error while setting up assets: %s", ex.what());
return EXIT_FAILURE;
}
MigrationRunner::RunMigrations();
const bool cdServerExists = std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite");
const bool oldCDServerExists = std::filesystem::exists(Game::assetManager->GetResPath() / "CDServer.sqlite");
const bool fdbExists = std::filesystem::exists(Game::assetManager->GetResPath() / "cdclient.fdb");
if (!cdServerExists) {
if (oldCDServerExists) {
// If the file doesn't exist in the new CDServer location, copy it there. We copy because we may not have write permissions from the previous directory.
Game::logger->Log("MasterServer", "CDServer.sqlite is not located at resServer, but is located at res path. Copying file...");
std::filesystem::copy_file(Game::assetManager->GetResPath() / "CDServer.sqlite", BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite");
} else {
Game::logger->Log("MasterServer",
"%s could not be found in resServer or res. Looking for %s to convert to sqlite.",
(BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").c_str(),
(Game::assetManager->GetResPath() / "cdclient.fdb").c_str());
AssetMemoryBuffer cdClientBuffer = Game::assetManager->GetFileAsBuffer("cdclient.fdb");
if (!cdClientBuffer.m_Success) {
Game::logger->Log("MasterServer", "Failed to load %s", (Game::assetManager->GetResPath() / "cdclient.fdb").c_str());
throw std::runtime_error("Aborting initialization due to missing cdclient.fdb.");
}
Game::logger->Log("MasterServer", "Found %s. Converting to SQLite", (Game::assetManager->GetResPath() / "cdclient.fdb").c_str());
Game::logger->Flush();
if (FdbToSqlite::Convert((BinaryPathFinder::GetBinaryDir() / "resServer").string()).ConvertDatabase(cdClientBuffer) == false) {
Game::logger->Log("MasterServer", "Failed to convert fdb to sqlite.");
return EXIT_FAILURE;
}
cdClientBuffer.close();
}
}
//Connect to CDClient
try {
CDClientDatabase::Connect((BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").string());
} catch (CppSQLite3Exception& e) {
Game::logger->Log("WorldServer", "Unable to connect to CDServer SQLite Database");
Game::logger->Log("WorldServer", "Error: %s", e.errorMessage());
Game::logger->Log("WorldServer", "Error Code: %i", e.errorCode());
return EXIT_FAILURE;
}
// Run migrations should any need to be run.
MigrationRunner::RunSQLiteMigrations();
//Get CDClient initial information
try {
CDClientManager::Instance();
} catch (CppSQLite3Exception& e) {
Game::logger->Log("WorldServer", "Failed to initialize CDServer SQLite Database");
Game::logger->Log("WorldServer", "May be caused by corrupted file: %s", (Game::assetManager->GetResPath() / "CDServer.sqlite").string().c_str());
Game::logger->Log("WorldServer", "Error: %s", e.errorMessage());
Game::logger->Log("WorldServer", "Error Code: %i", e.errorCode());
return EXIT_FAILURE;
}
//If the first command line argument is -a or --account then make the user
//input a username and password, with the password being hidden.
if (argc > 1 &&
(strcmp(argv[1], "-a") == 0 || strcmp(argv[1], "--account") == 0)) {
std::string username;
std::string password;
std::cout << "Enter a username: ";
std::cin >> username;
std::unique_ptr<sql::PreparedStatement> userLookupStatement(Database::CreatePreppedStmt("SELECT id FROM accounts WHERE name=? LIMIT 1;"));
userLookupStatement->setString(1, username.c_str());
std::unique_ptr<sql::ResultSet> res(userLookupStatement->executeQuery());
if (res->rowsCount() > 0) {
Game::logger->Log("MasterServer", "Account with name \"%s\" already exists", username.c_str());
std::cout << "Do you want to change the password of that account? [y/n]?";
std::string prompt = "";
std::cin >> prompt;
if (prompt == "y" || prompt == "yes"){
uint32_t accountId = 0;
res->next();
accountId = res->getUInt(1);
if (accountId == 0) return EXIT_FAILURE;
//Read the password from the console without echoing it.
#ifdef __linux__
//This function is obsolete, but it only meant to be used by the
//sysadmin to create their first account.
password = getpass("Enter a password: ");
#else
std::cout << "Enter a password: ";
std::cin >> password;
#endif
// Regenerate hash based on new password
char salt[BCRYPT_HASHSIZE];
char hash[BCRYPT_HASHSIZE];
int32_t bcryptState = ::bcrypt_gensalt(12, salt);
assert(bcryptState == 0);
bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
assert(bcryptState == 0);
std::unique_ptr<sql::PreparedStatement> userUpdateStatement(Database::CreatePreppedStmt("UPDATE accounts SET password = ? WHERE id = ?;"));
userUpdateStatement->setString(1, std::string(hash, BCRYPT_HASHSIZE).c_str());
userUpdateStatement->setUInt(2, accountId);
userUpdateStatement->execute();
Game::logger->Log("MasterServer", "Account \"%s\" password updated successfully!", username.c_str());
} else {
Game::logger->Log("MasterServer", "Account \"%s\" was not updated.", username.c_str());
}
return EXIT_SUCCESS;
}
//Read the password from the console without echoing it.
#ifdef __linux__
//This function is obsolete, but it only meant to be used by the
//sysadmin to create their first account.
password = getpass("Enter a password: ");
#else
std::cout << "Enter a password: ";
std::cin >> password;
#endif
//Generate new hash for bcrypt
char salt[BCRYPT_HASHSIZE];
char hash[BCRYPT_HASHSIZE];
int32_t bcryptState = ::bcrypt_gensalt(12, salt);
assert(bcryptState == 0);
bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
assert(bcryptState == 0);
//Create account
try {
std::unique_ptr<sql::PreparedStatement> statement(Database::CreatePreppedStmt("INSERT INTO accounts (name, password, gm_level) VALUES (?, ?, ?);"));
statement->setString(1, username.c_str());
statement->setString(2, std::string(hash, BCRYPT_HASHSIZE).c_str());
statement->setInt(3, 9);
statement->execute();
} catch(sql::SQLException& e) {
Game::logger->Log("MasterServer", "A SQL error occurred!:\n %s", e.what());
return EXIT_FAILURE;
}
Game::logger->Log("MasterServer", "Account created successfully!");
return EXIT_SUCCESS;
}
Game::randomEngine = std::mt19937(time(0));
uint32_t maxClients = 999;
uint32_t ourPort = 1000;
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::stoi(Game::config->GetValue("port"));
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::shouldShutdown);
//Query for the database for a server labeled "master"
auto* masterLookupStatement = Database::CreatePreppedStmt("SELECT id FROM `servers` WHERE `name` = 'master'");
auto* result = masterLookupStatement->executeQuery();
auto master_server_ip = Game::config->GetValue("master_ip");
if (master_server_ip == "") {
master_server_ip = Game::server->GetIP();
}
//If we found a server, update it's IP and port to the current one.
if (result->next()) {
auto* updateStatement = Database::CreatePreppedStmt("UPDATE `servers` SET `ip` = ?, `port` = ? WHERE `id` = ?");
updateStatement->setString(1, master_server_ip.c_str());
updateStatement->setInt(2, Game::server->GetPort());
updateStatement->setInt(3, result->getInt("id"));
updateStatement->execute();
delete updateStatement;
} else {
//If we didn't find a server, create one.
auto* insertStatement = Database::CreatePreppedStmt("INSERT INTO `servers` (`name`, `ip`, `port`, `state`, `version`) VALUES ('master', ?, ?, 0, 171023)");
insertStatement->setString(1, master_server_ip.c_str());
insertStatement->setInt(2, Game::server->GetPort());
insertStatement->execute();
delete insertStatement;
}
//Create additional objects here:
ObjectIDManager::Instance()->Initialize(Game::logger);
Game::im = new InstanceManager(Game::logger, Game::server->GetIP());
//Depending on the config, start up servers:
if (Game::config->GetValue("prestart_servers") != "" && Game::config->GetValue("prestart_servers") == "1") {
StartChatServer();
Game::im->GetInstance(1800, false, 0);
StartAuthServer();
}
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
constexpr uint32_t logFlushTime = 15 * masterFramerate;
constexpr uint32_t sqlPingTime = 10 * 60 * masterFramerate;
constexpr uint32_t shutdownUniverseTime = 10 * 60 * masterFramerate;
constexpr uint32_t instanceReadyTimeout = 30 * masterFramerate;
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceLastSQLPing = 0;
uint32_t framesSinceKillUniverseCommand = 0;
while (true) {
//In world we'd update our other systems here.
//Check for packets here:
packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
//Push our log every 15s:
if (framesSinceLastFlush >= logFlushTime) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else
framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= sqlPingTime) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
uint32_t masterPort;
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++;
//10m shutdown for universe kill command
if (Game::shouldShutdown) {
if (framesSinceKillUniverseCommand >= shutdownUniverseTime) {
//Break main loop and exit
break;
} else
framesSinceKillUniverseCommand++;
}
const auto instances = Game::im->GetInstances();
for (auto* instance : instances) {
if (instance == nullptr) {
break;
}
auto affirmTimeout = instance->GetAffirmationTimeout();
if (!instance->GetPendingAffirmations().empty()) {
affirmTimeout++;
} else {
affirmTimeout = 0;
}
instance->SetAffirmationTimeout(affirmTimeout);
if (affirmTimeout == instanceReadyTimeout) {
instance->Shutdown();
instance->SetIsShuttingDown(true);
Game::im->RedirectPendingRequests(instance);
}
}
//Remove dead instances
for (auto* instance : instances) {
if (instance == nullptr) {
break;
}
if (instance->GetShutdownComplete()) {
Game::im->RemoveInstance(instance);
}
}
t += std::chrono::milliseconds(masterFrameDelta);
std::this_thread::sleep_until(t);
}
return FinalizeShutdown(EXIT_SUCCESS);
}
dLogger* SetupLogger() {
std::string logPath =
(BinaryPathFinder::GetBinaryDir() / ("logs/MasterServer_" + std::to_string(time(nullptr)) + ".log")).string();
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG
logToConsole = true;
logDebugStatements = true;
#endif
return new dLogger(logPath, logToConsole, logDebugStatements);
}
void HandlePacket(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION) {
Game::logger->Log("MasterServer", "A server has disconnected");
//Since this disconnection is intentional, we'll just delete it as
//we'll start a new one anyway if needed:
Instance* instance =
Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance) {
Game::logger->Log("MasterServer", "Actually disconnected from zone %i clone %i instance %i port %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance->GetPort());
Game::im->RemoveInstance(instance); //Delete the old
}
if (packet->systemAddress == chatServerMasterPeerSysAddr) {
chatServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
StartChatServer();
}
if (packet->systemAddress == authServerMasterPeerSysAddr) {
authServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
StartAuthServer();
}
}
if (packet->data[0] == ID_CONNECTION_LOST) {
Game::logger->Log("MasterServer", "A server has lost the connection");
Instance* instance =
Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance) {
LWOZONEID zoneID = instance->GetZoneID(); //Get the zoneID so we can recreate a server
Game::im->RemoveInstance(instance); //Delete the old
}
if (packet->systemAddress == chatServerMasterPeerSysAddr) {
chatServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
StartChatServer();
}
if (packet->systemAddress == authServerMasterPeerSysAddr) {
authServerMasterPeerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
StartAuthServer();
}
}
if (packet->data[1] == MASTER) {
switch (packet->data[3]) {
case MSG_MASTER_REQUEST_PERSISTENT_ID: {
Game::logger->Log("MasterServer", "A persistent ID req");
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID = 0;
inStream.Read(requestID);
uint32_t objID = ObjectIDManager::Instance()->GeneratePersistentID();
MasterPackets::SendPersistentIDResponse(Game::server, packet->systemAddress, requestID, objID);
break;
}
case MSG_MASTER_REQUEST_ZONE_TRANSFER: {
Game::logger->Log("MasterServer", "Received zone transfer req");
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID = 0;
uint8_t mythranShift = false;
uint32_t zoneID = 0;
uint32_t zoneClone = 0;
inStream.Read(requestID);
inStream.Read(mythranShift);
inStream.Read(zoneID);
inStream.Read(zoneClone);
if (shutdownSequenceStarted) {
Game::logger->Log("MasterServer", "Shutdown sequence has been started. Not creating a new zone.");
break;
}
Instance* in = Game::im->GetInstance(zoneID, false, zoneClone);
for (auto* instance : Game::im->GetInstances()) {
Game::logger->Log("MasterServer", "Instance: %i/%i/%i -> %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance == in);
}
if (in && !in->GetIsReady()) //Instance not ready, make a pending request
{
in->GetPendingRequests().push_back({ requestID, static_cast<bool>(mythranShift), packet->systemAddress });
Game::logger->Log("MasterServer", "Server not ready, adding pending request %llu %i %i", requestID, zoneID, zoneClone);
break;
}
//Instance is ready, transfer
Game::logger->Log("MasterServer", "Responding to transfer request %llu for zone %i %i", requestID, zoneID, zoneClone);
Game::im->RequestAffirmation(in, { requestID, static_cast<bool>(mythranShift), packet->systemAddress });
break;
}
case MSG_MASTER_SERVER_INFO: {
//MasterPackets::HandleServerInfo(packet);
//This is here because otherwise we'd have to include IM in
//non-master servers. This packet allows us to add World
//servers back if master crashed
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t theirPort = 0;
uint32_t theirZoneID = 0;
uint32_t theirInstanceID = 0;
ServerType theirServerType;
std::string theirIP = "";
inStream.Read(theirPort);
inStream.Read(theirZoneID);
inStream.Read(theirInstanceID);
inStream.Read(theirServerType);
theirIP = PacketUtils::ReadString(24, packet, false); //24 is the current offset
if (theirServerType == ServerType::World && !Game::im->IsPortInUse(theirPort)) {
Instance* in = new Instance(theirIP, theirPort, theirZoneID, theirInstanceID, 0, 12, 12);
SystemAddress copy;
copy.binaryAddress = packet->systemAddress.binaryAddress;
copy.port = packet->systemAddress.port;
in->SetSysAddr(copy);
Game::im->AddInstance(in);
} else {
auto instance = Game::im->FindInstance(
theirZoneID, static_cast<uint16_t>(theirInstanceID));
if (instance) {
instance->SetSysAddr(packet->systemAddress);
}
}
if (theirServerType == ServerType::Chat) {
SystemAddress copy;
copy.binaryAddress = packet->systemAddress.binaryAddress;
copy.port = packet->systemAddress.port;
chatServerMasterPeerSysAddr = copy;
}
if (theirServerType == ServerType::Auth) {
SystemAddress copy;
copy.binaryAddress = packet->systemAddress.binaryAddress;
copy.port = packet->systemAddress.port;
authServerMasterPeerSysAddr = copy;
}
Game::logger->Log("MasterServer", "Received server info, instance: %i port: %i", theirInstanceID, theirPort);
break;
}
case MSG_MASTER_SET_SESSION_KEY: {
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);
for (auto it : activeSessions) {
if (it.second == username) {
activeSessions.erase(it.first);
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_NEW_SESSION_ALERT);
bitStream.Write(sessionKey);
bitStream.Write<uint32_t>(username.size());
for (auto character : username) {
bitStream.Write(character);
}
SEND_PACKET_BROADCAST;
break;
}
}
activeSessions.insert(std::make_pair(sessionKey, username));
Game::logger->Log("MasterServer", "Got sessionKey %i for user %s", sessionKey, username.c_str());
break;
}
case MSG_MASTER_REQUEST_SESSION_KEY: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
std::string username = PacketUtils::ReadString(8, packet, false);
for (auto key : activeSessions) {
if (key.second == username) {
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SESSION_KEY_RESPONSE);
bitStream.Write(key.first);
PacketUtils::WriteString(bitStream, key.second, 64);
Game::server->Send(&bitStream, packet->systemAddress, false);
break;
}
}
break;
}
case MSG_MASTER_PLAYER_ADDED: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOMAPID theirZoneID = 0;
LWOINSTANCEID theirInstanceID = 0;
inStream.Read(theirZoneID);
inStream.Read(theirInstanceID);
auto instance =
Game::im->FindInstance(theirZoneID, theirInstanceID);
if (instance) {
instance->AddPlayer(Player());
} else {
printf("Instance missing? What?");
}
break;
}
case MSG_MASTER_PLAYER_REMOVED: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOMAPID theirZoneID = 0;
LWOINSTANCEID theirInstanceID = 0;
inStream.Read(theirZoneID);
inStream.Read(theirInstanceID);
auto instance =
Game::im->FindInstance(theirZoneID, theirInstanceID);
if (instance) {
instance->RemovePlayer(Player());
}
break;
}
case MSG_MASTER_CREATE_PRIVATE_ZONE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t mapId;
LWOCLONEID cloneId;
std::string password;
inStream.Read(mapId);
inStream.Read(cloneId);
uint32_t len;
inStream.Read<uint32_t>(len);
for (uint32_t i = 0; len > i; i++) {
char character;
inStream.Read<char>(character);
password += character;
}
Game::im->CreatePrivateInstance(mapId, cloneId, password.c_str());
break;
}
case MSG_MASTER_REQUEST_PRIVATE_ZONE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID = 0;
uint8_t mythranShift = false;
std::string password;
inStream.Read(requestID);
inStream.Read(mythranShift);
uint32_t len;
inStream.Read<uint32_t>(len);
for (uint32_t i = 0; i < len; i++) {
char character; inStream.Read<char>(character);
password += character;
}
auto* instance = Game::im->FindPrivateInstance(password.c_str());
Game::logger->Log("MasterServer", "Join private zone: %llu %d %s %p", requestID, mythranShift, password.c_str(), instance);
if (instance == nullptr) {
return;
}
const auto& zone = instance->GetZoneID();
MasterPackets::SendZoneTransferResponse(Game::server, packet->systemAddress, requestID, (bool)mythranShift, zone.GetMapID(), instance->GetInstanceID(), zone.GetCloneID(), instance->GetIP(), instance->GetPort());
break;
}
case MSG_MASTER_WORLD_READY: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOMAPID zoneID;
LWOINSTANCEID instanceID;
inStream.Read(zoneID);
inStream.Read(instanceID);
Game::logger->Log("MasterServer", "Got world ready %i %i", zoneID, instanceID);
auto* instance = Game::im->FindInstance(zoneID, instanceID);
if (instance == nullptr) {
Game::logger->Log("MasterServer", "Failed to find zone to ready");
return;
}
Game::logger->Log("MasterServer", "Ready zone %i", zoneID);
Game::im->ReadyInstance(instance);
break;
}
case MSG_MASTER_PREP_ZONE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
int32_t zoneID;
inStream.Read(zoneID);
if (shutdownSequenceStarted) {
Game::logger->Log("MasterServer", "Shutdown sequence has been started. Not prepping a new zone.");
break;
} else {
Game::logger->Log("MasterServer", "Prepping zone %i", zoneID);
Game::im->GetInstance(zoneID, false, 0);
}
break;
}
case MSG_MASTER_AFFIRM_TRANSFER_RESPONSE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID;
inStream.Read(requestID);
Game::logger->Log("MasterServer", "Got affirmation of transfer %llu", requestID);
auto* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance == nullptr)
return;
Game::im->AffirmTransfer(instance, requestID);
Game::logger->Log("MasterServer", "Affirmation complete %llu", requestID);
break;
}
case MSG_MASTER_SHUTDOWN_RESPONSE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
auto* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance == nullptr) {
return;
}
Game::logger->Log("MasterServer", "Got shutdown response from zone %i clone %i instance %i port %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance->GetPort());
instance->SetIsShuttingDown(true);
break;
}
case MSG_MASTER_SHUTDOWN_UNIVERSE: {
Game::logger->Log("MasterServer", "Received shutdown universe command, shutting down in 10 minutes.");
Game::shouldShutdown = true;
break;
}
default:
Game::logger->Log("MasterServer", "Unknown master packet ID from server: %i", packet->data[3]);
}
}
}
void StartChatServer() {
if (Game::shouldShutdown) {
Game::logger->Log("MasterServer", "Currently shutting down. Chat will not be restarted.");
return;
}
#ifdef __APPLE__
//macOS doesn't need sudo to run on ports < 1024
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
#elif _WIN32
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "ChatServer.exe").string()).c_str());
#else
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
} else {
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
}
#endif
}
void StartAuthServer() {
if (Game::shouldShutdown) {
Game::logger->Log("MasterServer", "Currently shutting down. Auth will not be restarted.");
return;
}
#ifdef __APPLE__
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
#elif _WIN32
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "AuthServer.exe").string()).c_str());
#else
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
} else {
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
}
#endif
}
void ShutdownSequence(int32_t signal) {
if (shutdownSequenceStarted) {
return;
}
if (!Game::im) {
FinalizeShutdown(EXIT_FAILURE);
}
Game::im->SetIsShuttingDown(true);
shutdownSequenceStarted = true;
Game::shouldShutdown = true;
{
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SHUTDOWN);
Game::server->Send(&bitStream, UNASSIGNED_SYSTEM_ADDRESS, true);
Game::logger->Log("MasterServer", "Triggered master shutdown");
}
auto* objIdManager = ObjectIDManager::TryInstance();
if (objIdManager) {
objIdManager->SaveToDatabase();
Game::logger->Log("MasterServer", "Saved ObjectIDTracker to DB");
}
// A server might not be finished spinning up yet, remove all of those here.
for (auto* instance : Game::im->GetInstances()) {
if (!instance->GetIsReady()) {
Game::im->RemoveInstance(instance);
}
}
for (auto* instance : Game::im->GetInstances()) {
instance->SetIsShuttingDown(true);
}
Game::logger->Log("MasterServer", "Attempting to shutdown instances, max 60 seconds...");
auto t = std::chrono::high_resolution_clock::now();
uint32_t framesSinceShutdownStart = 0;
constexpr uint32_t maxShutdownTime = 60 * mediumFramerate;
bool allInstancesShutdown = false;
Packet* packet = nullptr;
while (true) {
packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
allInstancesShutdown = true;
for (auto* instance : Game::im->GetInstances()) {
if (instance == nullptr) {
continue;
}
if (!instance->GetShutdownComplete()) {
allInstancesShutdown = false;
}
}
if (allInstancesShutdown && authServerMasterPeerSysAddr == UNASSIGNED_SYSTEM_ADDRESS && chatServerMasterPeerSysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
Game::logger->Log("MasterServer", "Finished shutting down MasterServer!");
break;
}
t += std::chrono::milliseconds(mediumFrameDelta);
std::this_thread::sleep_until(t);
framesSinceShutdownStart++;
if (framesSinceShutdownStart == maxShutdownTime) {
Game::logger->Log("MasterServer", "Finished shutting down by timeout!");
break;
}
}
FinalizeShutdown(signal);
}
int32_t FinalizeShutdown(int32_t signal) {
//Delete our objects here:
Database::Destroy("MasterServer");
if (Game::config) delete Game::config;
if (Game::im) delete Game::im;
if (Game::server) delete Game::server;
if (Game::logger) delete Game::logger;
if (signal != EXIT_SUCCESS) exit(signal);
return signal;
}