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CaptureTool (built next to the servers) replays packet bundles and compares the answers: - replay: per bundle a fresh sandbox folder with copied server binaries, rewritten settings (replay_sandbox=1, a new SQLite file inside the folder, ports from --port on, no dashboard), read back before anything starts; sandbox-setup runs inside it to apply migrations and make the replay account and the bundle's characters (setup mode); master is started, the stack is stopped as one process group and the folder deleted unless kept - with replay_sandbox=1 every server refuses a database that isn't SQLite, isn't inside its own folder, or is replay_live_sqlite_path (Database::Connect); replay-target against a running server needs --i-know-this-is-not-a-sandbox - the fake client splits the recording into connections, logs in and picks the character itself when the recording doesn't, fills in the target's account, session key and IDs, learns server-made object IDs from replica constructions by LOT, follows the recorded timing and waits for the answers a client waits for; the diff pairs answers by name (and constructions by LOT) and ignores fields that differ between runs - import-live converts the 2014 live captures (folders of *_traffic.zip; pcaps and encrypted captures are left alone) into bundles, with secrets removed and CREATE_CHARACTER as setup - anonymise makes local fixtures; docs/CaptureReplay.md describes capture, the bundle format, portability rules, the sandbox and the replay Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
#include "Database.h"
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#include "Game.h"
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#include "dConfig.h"
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#include "Logger.h"
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#include "DluAssert.h"
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#include "SQLiteDatabase.h"
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#include "MySQLDatabase.h"
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#include <filesystem>
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#include <ranges>
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#include <stdexcept>
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#include "BinaryPathFinder.h"
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#pragma warning (disable:4251) //Disables SQL warnings
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namespace {
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GameDatabase* database = nullptr;
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/**
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* A replay sandbox (replay_sandbox=1, docs/CaptureReplay.md) only ever uses its own SQLite file, inside its own
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* folder, and never the live one: anything else and the server refuses to start.
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*/
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void CheckSandbox(const std::string& databaseType) {
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if (!Game::config || Game::config->GetValue("replay_sandbox") != "1") return;
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if (databaseType != "sqlite") throw std::runtime_error("A replay sandbox only runs on its own SQLite database (database_type=sqlite)");
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namespace fs = std::filesystem;
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const auto folder = fs::weakly_canonical(BinaryPathFinder::GetBinaryDir());
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const auto path = fs::weakly_canonical(folder / Game::config->GetValue("sqlite_database_path"));
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const auto relative = path.lexically_relative(folder);
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if (Game::config->GetValue("sqlite_database_path").empty() || relative.empty() || *relative.begin() == "..") {
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throw std::runtime_error("A replay sandbox's database must be inside its own folder (" + folder.string() + "), not " + path.string());
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}
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const auto live = Game::config->GetValue("replay_live_sqlite_path");
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std::error_code ec;
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if (!live.empty() && fs::exists(live, ec) && fs::equivalent(path, live, ec)) {
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throw std::runtime_error("A replay sandbox must not use the live database " + live);
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}
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}
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}
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std::string Database::GetMigrationFolder() {
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const std::set<std::string> validMysqlTypes = { "mysql", "mariadb", "maria" };
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auto databaseType = Game::config->GetValue("database_type");
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std::ranges::transform(databaseType, databaseType.begin(), ::tolower);
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if (databaseType == "sqlite") return "sqlite";
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else if (validMysqlTypes.contains(databaseType)) return "mysql";
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else {
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LOG("No database specified, using MySQL");
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return "mysql";
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}
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}
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void Database::Connect() {
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if (database) {
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LOG("Tried to connect to database when it's already connected!");
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return;
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}
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const auto databaseType = GetMigrationFolder();
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CheckSandbox(databaseType);
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if (databaseType == "sqlite") database = new SQLiteDatabase();
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else if (databaseType == "mysql") database = new MySQLDatabase();
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else {
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LOG("Invalid database type specified in config, using MySQL");
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database = new MySQLDatabase();
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}
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database->Connect();
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}
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GameDatabase* Database::Get() {
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if (!database) {
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LOG("Tried to get database when it's not connected!");
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Connect();
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}
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return database;
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}
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std::unique_ptr<GameDatabase> Database::CreateConnection() {
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std::unique_ptr<GameDatabase> connection;
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CheckSandbox(GetMigrationFolder());
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if (GetMigrationFolder() == "sqlite") connection = std::make_unique<SQLiteDatabase>();
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else connection = std::make_unique<MySQLDatabase>();
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connection->Connect();
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return connection;
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}
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void Database::Destroy(std::string source) {
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if (database) {
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database->Destroy(source);
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delete database;
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database = nullptr;
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} else {
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LOG("Trying to destroy database when it's not connected!");
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}
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}
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void Database::_setDatabase(GameDatabase* const db) {
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if (database) delete database;
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database = db;
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}
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