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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>
41 lines
2.5 KiB
C++
41 lines
2.5 KiB
C++
#pragma once
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#include "dCommonVars.h"
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#include "dNetCommon.h"
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#include "BitStream.h"
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#include "ChatPackets.h"
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#include "ClientPackets.h"
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#include "WorldRoutePacket.h"
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#include "eChatChannel.h"
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#include "eChatMessageResponseCode.h"
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struct PlayerData;
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struct LUBitStream;
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enum class eAddFriendResponseType : uint8_t;
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namespace ChatPacketHandler {
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// Sends msg to the world server `world`, which passes it on to the client of `target`
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void SendRouted(const LWOOBJID target, const SystemAddress& world, const LUBitStream& msg, const bool broadcast = false);
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// Reads a player's friends from the database into their data, noting which are online; nothing is sent
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void LoadFriends(PlayerData& player);
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void HandleFriendlistRequest(const ChatPackets::GetFriendsList& request, const SystemAddress& sysAddr);
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void HandleFriendRequest(const ChatPackets::AddFriendRequest& request, const SystemAddress& sysAddr);
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void HandleFriendResponse(const ChatPackets::AddFriendResponse& response, const SystemAddress& sysAddr);
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void HandleRemoveFriend(const ChatPackets::RemoveFriend& request, const SystemAddress& sysAddr);
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void HandleGMLevelUpdate(const ChatPackets::GMLevelUpdate& update, const SystemAddress& sysAddr);
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void HandleWho(const ChatPackets::FindPlayerRequest& request, const SystemAddress& sysAddr);
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void HandleShowAll(const ChatPackets::ShowAllRequest& request, const SystemAddress& sysAddr);
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void HandleChatMessage(const ChatPackets::GeneralChatMessage& chatMessage, const SystemAddress& sysAddr);
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void HandlePrivateChatMessage(const ChatPackets::PrivateChatMessage& chatMessage, const SystemAddress& sysAddr);
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void OnAchievementNotify(ChatPackets::AchievementNotify& notify, const SystemAddress& sysAddr);
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//FriendData is the player we're SENDING this stuff to. Player is the friend that changed state.
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void SendFriendUpdate(const PlayerData& friendData, const PlayerData& playerData, uint8_t notifyType, uint8_t isBestFriend);
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void SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode);
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void SendFriendRequest(const PlayerData& receiver, const PlayerData& sender);
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void SendFriendResponse(const PlayerData& receiver, const PlayerData& sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready = 0U, uint8_t isBestFriendRequest = 0U);
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void SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful);
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};
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