* Properly store BBB in database
Store the BBB data in the database as the received SD0 packet as opposed to just the raw lxfml. Addressed several memory leaks as well.
* Add Sd0Conversion
Add brick by brick conversion commands with 2 parameters to tell the program what to do with the data.
Add zlib -> sd0 conversion. Files look good at a glance but should be tested in game to ensure stability. Tests to come.
* moving to laptop
ignore this commit. I need to move this to my laptop
* Add functionality to delete bad models
Adds functionality to delete bad models. Models are batched together and deleted in one commit.
More testing is needed to ensure data safety. Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully. Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time.
Valgrind tests need to be run as well to ensure no memory leaks exist.
* Delete from query change
Changed from delete to delete cascade and instead deleting from properties_contents as opposed to ugc.
* Address numerous bugs
DELETE CASCADE is not a valid SQL command so this was changed to a better delete statement.
Added user confirmation before deleting a broken model.
Address appending the string model appending bad data, causing excess deletion.
Addressed memory leaks with sql::Blob
* Error handling for string
* Even more proper handling...
* Add bounds check for cli command
Output a message if a bad command is used.
Update MasterServer.cpp
* Remove user interference
-Add back in mariadb build jobs so i dont nuke others systems
- Remove all user interference and consolidate work into one command since 1 depends on the next.
* Add comments
test
Revert "test"
This reverts commit fb831f268b7a2f0ccd20595aff64902ab4f4b4ee.
* Update CMakeMariaDBLists.txt
Test
* Improve migration runner
Migration runner now runs automatically.
- Resolved an issue where extremely large sql queries caused the database to go into an invalid state.
- Made migrations run automatically on server start.
- Resolved a tiny memory leak in migration runner? (discarded returned pointer)
- Moved sd0 migrations of brick models to be run automatically with migration runner.
- Created dummy file to tell when brick migrations have been run.
* Update README
Updated the README to reflect the new server migration state.
* Make model deleter actually delete models
My complicated sql actually did nothing... Tested that this new SQL properly gets rid of bad data.
* Revert "Update CMakeMariaDBLists.txt"
This reverts commit 8b859d8529
.
16 KiB
Darkflame Universe
Introduction
Darkflame Universe (DLU) is a server emulator for LEGO® Universe. Development started in 2013 and has gone through multiple iterations and is now able to present a near perfect emulation of the game server.
LEGO® Universe
Developed by NetDevil and The LEGO Group, LEGO® Universe launched in October 2010 and ceased operation in January 2012.
License
Darkflame Universe is licensed under AGPLv3, please read LICENSE. Some important points:
- We are not liable for anything you do with the code
- The code comes without any warranty what so ever
- You must disclose any changes you make to the code when you distribute it
- Hosting a server for others counts as distribution
Disclaimers
Setup difficulty
Throughout the entire build and setup process a level of familiarity with the command line and preferably a Unix-like development environment is greatly advantageous.
Hosting a server
We do not recommend hosting public servers. DLU is intended for small scale deployment, for example within a group of friends. It has not been tested for large scale deployment which comes with additional security risks.
Supply of resource files
Darkflame Universe is a server emulator and does not distribute any LEGO® Universe files. A separate game client is required to setup this server emulator and play the game, which we cannot supply. Users are strongly suggested to refer to the safe checksums listed in the resources tab below when checking if a client will work.
Build
Development of the latest iteration of Darkflame Universe has been done primarily in a Unix-like environment and is where it has been tested and designed for deployment. It is therefore highly recommended that Darkflame Universe be built and deployed using a Unix-like environment for the most streamlined experience.
Prerequisites
Clone the repository
git clone --recursive https://github.com/DarkflameUniverse/DarkflameServer
Python
Some tools utilized to streamline the setup process require Python 3, make sure you have it installed.
Choosing the right version for your client
DLU clients identify themselves using a higher version number than the regular live clients out there. This was done make sure that older and incomplete clients wouldn't produce false positive bug reports for us, and because we made bug fixes and new content for the client.
If you're using a DLU client you'll have to go into the "CMakeVariables.txt" file and change the NET_VERSION variable to 171023 to match the modified client's version number.
Using Docker
Refer to Docker.md.
For Windows, refer to Docker_Windows.md.
Linux builds
Make sure packages like gcc
, cmake
, and zlib
are installed. Depending on the distribution, these packages might already be installed. Note that on systems like Ubuntu, you will need the zlib1g-dev
package so that the header files are available. libssl-dev
will also be required as well as openssl
.
CMake must be version 3.14 or higher!
Build the repository
You can either run build.sh
when in the root folder of the repository:
./build.sh
Or manually run the commands used in build.sh
:
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
# Run CMake to generate make files
cmake ..
# To build utilizing multiple cores, append `-j` and the amount of cores to utilize, for example `cmake --build . --config Release -j8'
cmake --build . --config Release
MacOS builds
Ensure cmake
, zlib
and open ssl
are installed as well as a compiler (e.g clang
or gcc
).
In the repository root folder run the following. Ensure -DOPENSSL_ROOT_DIR=/path/to/openssl points to your openssl install location
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
# Run CMake to generate build files
cmake .. -DOPENSSL_ROOT_DIR=/path/to/openssl
# Get cmake to build the project. If make files are being used then using make and appending `-j` and the amount of cores to utilize may be preferable, for example `make -j8`
cmake --build . --config Release
Windows builds (native)
Ensure that you have either the MSVC or the Clang (recommended) compiler installed. You will also need to install CMake. Currently on native Windows the server will only work in Release mode.
Build the repository
:: Create the build directory
mkdir build
cd build
:: Run CMake to generate make files
cmake ..
:: Run CMake with build flag to build
cmake --build . --config Release
Windows for ARM has not been tested but should build by doing the following
:: Create the build directory
mkdir build
cd build
:: Run CMake to generate make files
cmake .. -DMARIADB_BUILD_SOURCE=ON
:: Run CMake with build flag to build
cmake --build . --config Release
Windows builds (WSL)
This section will go through how to install WSL and building in a Linux environment under Windows. WSL requires Windows 10 version 2004 and higher (Build 19041 and higher) or Windows 11.
Open the Command Prompt application with Administrator permissions and run the following:
# Installing Windows Subsystem for Linux
wsl --install
Open the Ubuntu application and run the following:
# Make sure the install is up to date
apt update && apt upgrade
# Make sure the gcc, cmake, and build-essentials are installed
sudo apt install gcc
sudo apt install cmake
sudo apt install build-essential
ARM builds
AArch64 builds should work on linux and MacOS using their respective build steps. Windows ARM should build but it has not been tested
Updating your build
To update your server to the latest version navigate to your cloned directory
cd /path/to/DarkflameServer
run the following commands to update to the latest changes
git pull
git submodule update --init --recursive
now follow the build section for your system
Setting up the environment
Resources
LEGO® Universe 1.10.64
This repository does not distribute any LEGO® Universe files. A full install of LEGO® Universe version 1.10.64 (latest) is required to finish setting up Darkflame Universe.
Known good SHA256 checksums of the client:
8f6c7e84eca3bab93232132a88c4ae6f8367227d7eafeaa0ef9c40e86c14edf5
(packed client, rar compressed)c1531bf9401426042e8bab2de04ba1b723042dc01d9907c2635033d417de9e05
(packed client, includes extra locales, rar compressed)0d862f71eedcadc4494c4358261669721b40b2131101cbd6ef476c5a6ec6775b
(unpacked client, includes extra locales, rar compressed)
Known good SHA1 checksum of the DLU client:
91498e09b83ce69f46baf9e521d48f23fe502985
(packed client, zip compressed)
How to generate a SHA256 checksum:
# Replace <file> with the file path to the client
# If on Linux or MacOS
shasum -a 256 <file>
# If on Windows
certutil -hashfile <file> SHA256
Unpacking the client
- Clone lcdr's utilities repository here
- Use
pkextractor.pyw
to unpack the client files if they are not already unpacked
Setup resource directory
- In the
build
directory create ares
directory if it does not already exist. - Copy over or create symlinks from
macros
,BrickModels
,chatplus_en_us.txt
,names
, andmaps
in your clientres
directory to the serverbuild/res
directory - Unzip the navmeshes here and place them in
build/res/maps/navmeshes
Setup locale
- In the
build
directory create alocale
directory if it does not already exist - Copy over or create symlinks from
locale.xml
in your clientlocale
directory to thebuild/locale
directory
Client database
- Use
fdb_to_sqlite.py
in lcdr's utilities onres/cdclient.fdb
in the unpacked client to convert the client database tocdclient.sqlite
- Move and rename
cdclient.sqlite
intobuild/res/CDServer.sqlite
- Run each SQL file in the order at which they appear here on the SQLite database
Database
Darkflame Universe utilizes a MySQL/MariaDB database for account and character information.
Initial setup can vary drastically based on which operating system or distribution you are running; there are instructions out there for most setups, follow those and come back here when you have a database up and running.
- All that you need to do is create a database to connect to. As long as the server can connect to the database, the schema will always be kept up to date when you start the server.
Configuration
After the server has been built there should be four ini
files in the build director: authconfig.ini
, chatconfig.ini
, masterconfig.ini
, and worldconfig.ini
. Go through them and fill in the database credentials and configure other settings if necessary.
Migrations
The database is automatically setup and migrated to what it should look like for the latest commit whenever you start the server.
Verify
Your build directory should now look like this:
- AuthServer
- ChatServer
- MasterServer
- WorldServer
- authconfig.ini
- chatconfig.ini
- masterconfig.ini
- worldconfig.ini
- locale/
- locale.xml
- res/
- CDServer.sqlite
- chatplus_en_us.txt
- macros/
- ...
- BrickModels/
- ...
- maps/
- navmeshes/
- ...
- ...
- navmeshes/
- ...
Running the server
If everything has been configured correctly you should now be able to run the MasterServer
binary. Darkflame Universe utilizes port numbers under 1024, so under Linux you either have to give the binary network permissions or run it under sudo.
First admin user
Run MasterServer -a
to get prompted to create an admin account. This method is only intended for the system administrator as a means to get started, do NOT use this method to create accounts for other users!
Account Manager
Follow the instructions here to setup the DLU account management Python web application. This is the intended way for users to create accounts.
Admin levels
The admin level, or game master level, is specified in the accounts.gm_level
column in the MySQL database. Normal players should have this set to 0
, which comes with no special privileges. The system administrator will have this set to 9
, which comes will all privileges. Admin level 8
should be used to give a player a majority of privileges without the safety critical once.
While a character has a gmlevel of anything but 0, some gameplay behavior will change. When testing gameplay, you should always use a character with a gmlevel of 0.
User guide
A few modifications have to be made to the client.
Client configuration
To connect to a server follow these steps:
- In the client directory, locate
boot.cfg
- Open it in a text editor and locate where it says
AUTHSERVERIP=0:
- Replace the contents after to
:
and the following,
with what you configured as the server's public facing IP. For exampleAUTHSERVERIP=0:localhost
for locally hosted servers - Launch
legouniverse.exe
, throughwine
if on a Unix-like operating system - Note that if you are on WSL2, you will need to configure the public IP in the server and client to be the IP of the WSL2 instance and not localhost, which can be found by running
ifconfig
in the terminal. Windows defaults to WSL1, so this will not apply to most users.
Survival
The client script for the survival minigame has a bug in it which can cause the minigame to not load. To fix this, follow these instructions:
- Open
res/scripts/ai/minigame/survival/l_zone_survival_client.lua
- Navigate to line
617
- Change
PlayerReady(self)
toonPlayerReady(self)
- Save the file, overriding readonly mode if required
If you still experience the bug, try deleting/renaming res/pack/scripts.pk
.
Brick-By-Brick building
Brick-By-Brick building requires PATCHSERVERIP=0:
in the boot.cfg
to point to a HTTP server which always returns HTTP 404 - Not Found
for all requests. This can be achieved by pointing it to localhost
while having sudo python -m http.server 80
running in the background.
In-game commands
Here is a summary of the commands available in-game. All commands are prefixed by /
and typed in the in-game chat window. Some commands requires admin privileges. Operands within <>
are required, operands within ()
are not. For the full list of in-game commands, please checkout the source file.
Command | Usage | Description | Admin Level Requirement |
---|---|---|---|
info | /info | Displays server info to the user, including where to find the server's source code. | |
credits | /credits | Displays the names of the people behind Darkflame Universe. | |
instanceinfo | /instanceinfo | Displays in the chat the current zone, clone, and instance id. | |
gmlevel | /gmlevel <level> | Within the authorized range of levels for the current account, changes the character's game master level to the specified value. This is required to use certain commands. | |
testmap | /testmap <zone> (clone-id) | Transfers you to the given zone by id and clone id. | 1 |
ban | /ban <username> | Bans a user from the server. | 4 |
gmadditem | /gmadditem <id> (count) | Adds the given item to your inventory by id. | 8 |
spawn | /spawn <id> | Spawns an object at your location by id. | 8 |
metrics | /metrics | Prints some information about the server's performance. | 8 |
Credits
Active Contributors
DLU Team
Research and tools
Community management
Former contributors
- TheMachine
- Matthew
- Raine
- Bricknave
Logo
- Cole Peterson (BlasterBuilder)
Special thanks
- humanoid24
- pwjones1969
- Simon
- ALL OF THE NETDEVIL AND LEGO TEAMS!