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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>
78 lines
3.4 KiB
C++
78 lines
3.4 KiB
C++
#ifndef __WORLDMIGRATION__H__
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#define __WORLDMIGRATION__H__
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#include <functional>
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#include "master/InstanceMigration.h"
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#include "master/LiveUpdate.h"
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#include "RakNetTypes.h"
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#include "dCommonVars.h"
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class Entity;
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/**
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* A world server's side of instance migrations (InstanceMigration.h, docs/SeamlessTransfer.md).
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*
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* As the source: warns everyone with the client's own "Mythran Maintenance Alert", then moves players a few at a
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* time. Each is saved (position included), locked (their packets are ignored and they aren't saved again when they
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* disconnect, so nothing they do after the save can be lost or duplicated), and sent TRANSFER_TO_WORLD with the
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* Mythran shift flag. As the target: puts back what was carried over (the pet that was out) once they have loaded.
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* GMs start migrations with /replaceinstance and /mergeinstance.
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*/
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namespace WorldMigration {
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// What a disconnect runs (save and remove the user); used to drop players whose client never left
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void SetCleanupHandler(std::function<void(const SystemAddress&)> handler);
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// MIGRATE_PLAYERS from master (a target port of 0 cancels the running migration)
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void HandleOrder(const MigratePlayersOrder& order);
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// MIGRATE_PLAYER_STATE from master: a player on their way here
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void StoreCarriedState(const CarriedPlayerState& state);
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// MIGRATE_PREPARE from master (live update of a property): wait for builders, save the property and freeze it
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void HandlePrepare(const MigratePrepare& prepare);
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// The player entity of someone moved here was just made: put them where they stood (properties don't save it)
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void ApplyCarriedPosition(Entity* player);
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// Every world frame
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void Update(float deltaTime);
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// The player was sent away: ignore their packets, and don't save them again when they disconnect
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bool IsLeaving(const SystemAddress& sysAddr);
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// Their connection closed; forget them
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void OnDisconnected(const SystemAddress& sysAddr);
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// A player finished loading here (PLAYER_LOADED)
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void OnPlayerLoaded(Entity* player);
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// Experimental seamless migration: this character is on its way and its client kept the zone loaded, so it must
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// not be sent LOAD_STATIC_ZONE (that tears the scene down); load it at once instead
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bool ArrivesSeamlessly(LWOOBJID characterId);
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// Its player entity was created and constructed: run what the client's PlayerLoaded would have
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void OnSeamlessArrival(Entity* player);
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// MIGRATE_STATUS from master: tell the GM who asked, if they are here
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void HandleStatus(const MigrationStatus& status);
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// Ask master to move everyone in this instance; the seam a dashboard or other tool can use too, by sending
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// INSTANCE_MIGRATE to master
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void RequestMigration(Entity* requester, InstanceMigration::eKind kind, uint32_t targetInstance, uint16_t warnSeconds, bool seamless);
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// /replaceinstance [warn seconds] [seamless]
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void ReplaceInstanceCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args);
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// /mergeinstance [target instance, 0 for the best fit] [warn seconds] [seamless]
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void MergeInstanceCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args);
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// /liveupdate [start [warn seconds] | cancel | status]: a live update of the whole server (docs/LiveUpdate.md)
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void LiveUpdateCommand(Entity* entity, const SystemAddress& sysAddr, const std::string args);
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// LIVE_UPDATE_STATUS from master: tell the GM who asked, if they are here
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void HandleLiveUpdateStatus(const LiveUpdateStatus& status);
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}
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#endif //!__WORLDMIGRATION__H__
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