Files
DarkflameServer/dMasterServer/MigrationCoordinator.cpp
Aaron Kimbrell 4cf0909d52 feat(master): an edit mode flag on a private instance, down to its world server
CreatePrivateZone carries editMode as one more byte, written only when set, so
a plain private zone is sent as before. Master keeps it on the instance, starts
the world server with -editmode 1, and gives a private instance's replacement
(a reload or a live update) the same flag. Nothing sets it yet.

A capped string now skips the characters it cut, so what follows it is read
from the right place. A request to join a private instance that is still
starting is answered once its world server is ready, instead of at once with
an address nothing listens on yet.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 17:34:13 -06:00

374 lines
16 KiB
C++

#include "MigrationCoordinator.h"
#include <chrono>
#include <map>
#include "BitStreamUtils.h"
#include "CDActivitiesTable.h"
#include "CDClientManager.h"
#include "Game.h"
#include "InstanceManager.h"
#include "MasterPackets.h"
#include "Logger.h"
#include "MessageType/Master.h"
#include "ServiceType.h"
#include "dServer.h"
using namespace InstanceMigration;
namespace {
using Clock = std::chrono::steady_clock;
// A new world server takes a few seconds to load its zone; big zones on slow disks take longer
constexpr auto TARGET_START_TIMEOUT = std::chrono::seconds(120);
// After the warning, moving everyone must be over by then (the source world gives up on stuck players sooner)
constexpr auto MOVE_TIMEOUT = std::chrono::seconds(180);
constexpr uint16_t PLAYERS_PER_SECOND = 10;
struct Migration {
uint32_t id{};
eKind kind{};
eState state{};
uint32_t zone{};
uint32_t clone{};
uint32_t source{};
uint32_t target{};
uint16_t warnSeconds{};
bool shutdownSource{};
bool startedTarget{}; // we started the target for this migration
bool seamless{};
bool liveUpdate{};
bool prepare{};
uint16_t prepareWaitSeconds{};
uint16_t playerWaitSeconds{ MigratePlayersOrder::DEFAULT_MAX_WAIT_SECONDS };
LWOOBJID requester{};
int reserved{};
uint16_t moved{};
uint16_t failed{};
Clock::time_point deadline{};
std::string by;
};
std::map<uint32_t, Migration> g_Active;
std::function<void(const MigrationStatus&)> g_Reporter;
std::function<void(const MigrationStatus&)> g_Observer;
const InstancePtr& FindInstance(uint32_t zone, uint32_t instance) {
return Game::im->FindInstanceWithPrivate(static_cast<LWOMAPID>(zone), static_cast<LWOINSTANCEID>(instance));
}
InstanceView View(const Instance& instance) {
return instance.View();
}
// Races, minigames and other activities run in their own zones with state that only lives in that world
bool IsActivityZone(uint32_t zone) {
auto* activities = CDClientManager::GetTable<CDActivitiesTable>();
if (!activities) return false;
return !activities->Query([zone](const CDActivities& activity) { return activity.instanceMapID == zone; }).empty();
}
bool IsTakingPart(uint32_t zone, uint32_t instance) {
for (const auto& [id, migration] : g_Active) {
if (migration.zone == zone && (migration.source == instance || migration.target == instance)) return true;
}
return false;
}
void Report(const Migration& migration, eState state, const std::string& message, uint16_t remaining = 0) {
LOG("Migration %u (%s zone %u instance %u -> %u): %s%s%s", migration.id, KindName(migration.kind), migration.zone, migration.source,
migration.target, StateName(state), message.empty() ? "" : ": ", message.c_str());
if (!g_Reporter && !g_Observer) return;
MigrationStatus status;
status.migrationId = migration.id;
status.state = state;
status.kind = migration.kind;
status.zoneId = migration.zone;
status.sourceInstance = migration.source;
status.targetInstance = migration.target;
status.moved = migration.moved;
status.failed = migration.failed;
status.requesterId = migration.requester;
status.remaining = remaining;
status.message = message;
if (g_Observer) g_Observer(status);
// In game only the GM who asked hears about it
if (g_Reporter && status.requesterId != LWOOBJID_EMPTY) g_Reporter(status);
}
void ReleaseSeats(Migration& migration) {
if (migration.reserved == 0) return;
if (const auto& target = FindInstance(migration.zone, migration.target)) target->SetReserved(target->GetReserved() - migration.reserved);
migration.reserved = 0;
}
// Tell the source world to stop sending players (a target port of 0 cancels)
void SendCancel(const Migration& migration) {
const auto& source = FindInstance(migration.zone, migration.source);
if (!source) return;
MigratePlayersOrder order;
order.migrationId = migration.id;
order.targetZone = migration.zone;
order.targetInstance = migration.target;
order.targetPort = 0;
MasterPackets::SendTo(source->GetSysAddr(), order);
}
// Ends a migration. The source goes back to taking players unless it is being shut down.
void Finish(std::map<uint32_t, Migration>::iterator it, bool success, const std::string& message) {
auto& migration = it->second;
ReleaseSeats(migration);
const auto& source = FindInstance(migration.zone, migration.source);
if (success && migration.shutdownSource && source) {
// Draining stays set: nothing is sent to it while it shuts down
source->Shutdown();
} else if (source && migration.prepare && migration.moved > 0) {
// A property some players already went to: the new instance owns it now, and the old one stays frozen
// (it is shut down once empty); nobody new goes to the old one
LOG("Migration %u: the property's old instance %u keeps draining (players already went to %u)", migration.id, migration.source, migration.target);
} else if (source) {
source->SetIsDraining(false);
}
// A fresh instance nobody went to is shut down again (it would idle for half an hour otherwise)
if (!success && migration.startedTarget) {
const auto& target = FindInstance(migration.zone, migration.target);
if (target && target->GetCurrentClientCount() == 0) target->Shutdown();
}
Report(migration, success ? eState::DONE : eState::FAILED, message);
g_Active.erase(it);
}
void SendOrder(Migration& migration, const Instance& source, const Instance& target) {
MigratePlayersOrder order;
order.migrationId = migration.id;
order.targetZone = target.GetMapID();
order.targetInstance = target.GetInstanceID();
order.targetClone = target.GetCloneID();
order.targetIp = target.GetIP();
order.targetPort = static_cast<uint16_t>(target.GetPort());
order.warnSeconds = migration.warnSeconds;
order.playersPerSecond = PLAYERS_PER_SECOND;
// Without a loading screen the "dimensional shift" notice would be the only sign; leave it out then
order.seamless = migration.seamless;
// Character selection has no maintenance notice to show
order.mythranShift = !migration.seamless && source.GetMapID() != 0;
order.maxWaitSeconds = migration.playerWaitSeconds;
MasterPackets::SendTo(source.GetSysAddr(), order);
migration.state = migration.warnSeconds > 0 ? eState::WARNING : eState::MOVING;
migration.deadline = Clock::now() + std::chrono::seconds(migration.warnSeconds) + MOVE_TIMEOUT;
Report(migration, migration.state, migration.warnSeconds > 0 ? "Players were warned" : "Moving players",
static_cast<uint16_t>(source.GetCurrentClientCount()));
}
}
void MigrationCoordinator::SetReporter(std::function<void(const MigrationStatus&)> reporter) {
g_Reporter = std::move(reporter);
}
void MigrationCoordinator::SetObserver(std::function<void(const MigrationStatus&)> observer) {
g_Observer = std::move(observer);
}
namespace {
// The new instance (REPLACE): a fresh world server from the binary on disk now, so an update takes effect. A private
// instance's replacement gets the same password and edit mode; the source is draining already, so the password finds the new one.
Instance* StartTarget(Instance& source) {
if (source.GetIsPrivate()) {
source.SetIsDraining(true);
const auto& started = Game::im->CreatePrivateInstance(source.GetMapID(), source.GetCloneID(), source.GetPassword(), source.GetIsEditMode());
return started ? started.get() : nullptr;
}
const auto& started = Game::im->StartNewInstance(source.GetMapID(), source.GetCloneID());
return started ? started.get() : nullptr;
}
// Seats held, the source draining, and the order sent once the target is ready
void Begin(Migration& migration, Instance& source, Instance& target) {
migration.target = target.GetInstanceID();
// Seats for everyone there now; a few may still arrive while draining, the hard cap is the real limit
migration.reserved = source.GetCurrentClientCount();
target.SetReserved(target.GetReserved() + migration.reserved);
source.SetIsDraining(true);
if (target.GetIsReady()) {
SendOrder(migration, source, target);
} else {
migration.state = eState::STARTING_TARGET;
migration.deadline = Clock::now() + TARGET_START_TIMEOUT;
Report(migration, eState::STARTING_TARGET, "Starting instance " + std::to_string(migration.target),
static_cast<uint16_t>(source.GetCurrentClientCount()));
}
}
}
eRefusal MigrationCoordinator::Start(const InstanceMigrationRequest& request, const Options& options) {
Migration migration;
migration.id = request.requestId;
migration.kind = request.kind;
migration.zone = request.zoneId;
migration.source = request.sourceInstance;
migration.warnSeconds = std::min(request.warnSeconds, InstanceMigrationRequest::MAX_WARN_SECONDS);
migration.shutdownSource = request.shutdownSource;
migration.seamless = request.seamless;
migration.requester = request.requesterId;
migration.by = request.requestedBy;
migration.liveUpdate = options.liveUpdate;
migration.prepare = options.prepare;
migration.prepareWaitSeconds = std::min(options.prepareWaitSeconds, MigratePrepare::MAX_WAIT_SECONDS);
migration.playerWaitSeconds = std::min(options.playerWaitSeconds, MigratePlayersOrder::MAX_MAX_WAIT_SECONDS);
const auto refuse = [&migration](eRefusal refusal) {
Report(migration, eState::FAILED, Describe(refusal));
return refusal;
};
if (g_Active.contains(migration.id)) return refuse(eRefusal::ALREADY_MIGRATING);
// A raw pointer: starting an instance below grows the instance list, which moves the InstancePtrs
Instance* source = FindInstance(request.zoneId, request.sourceInstance).get();
if (!source) return refuse(eRefusal::NOT_RUNNING);
auto sourceView = View(*source);
const auto sourceRefusal = options.liveUpdate ? CheckLiveUpdateSource(sourceView) : CheckSource(sourceView, IsActivityZone(request.zoneId));
if (sourceRefusal != eRefusal::NONE) return refuse(sourceRefusal);
if (IsTakingPart(request.zoneId, request.sourceInstance)) return refuse(eRefusal::ALREADY_MIGRATING);
migration.clone = source->GetCloneID();
Instance* target = nullptr;
if (request.kind == eKind::MERGE) {
std::vector<InstanceView> views;
for (const auto& instance : Game::im->GetInstances()) {
// Instances taking part in another migration don't count as targets
if (instance && !IsTakingPart(instance->GetMapID(), instance->GetInstanceID())) views.push_back(View(*instance));
}
uint32_t targetId = request.targetInstance;
if (targetId == 0) {
const auto picked = PickMergeTarget(views, sourceView);
if (!picked) return refuse(eRefusal::NO_TARGET);
targetId = *picked;
}
const auto& found = FindInstance(request.zoneId, targetId);
if (!found) return refuse(eRefusal::NOT_RUNNING);
if (IsTakingPart(request.zoneId, targetId)) return refuse(eRefusal::ALREADY_MIGRATING);
if (const auto refusal = CheckMergeTarget(View(*found), sourceView); refusal != eRefusal::NONE) return refuse(refusal);
target = found.get();
} else if (migration.prepare) {
// A property: the new instance loads it from the database when it starts, so the source saves and freezes it
// first (HandleStatus starts the target once it is PREPARED). Visitors still go to the source meanwhile.
LOG("Migration %u requested by %s: preparing zone %u clone %u instance %u (%i player(s))", migration.id, migration.by.c_str(),
migration.zone, migration.clone, migration.source, source->GetCurrentClientCount());
auto& active = g_Active[migration.id] = migration;
active.state = eState::PREPARING;
active.deadline = Clock::now() + std::chrono::seconds(active.prepareWaitSeconds) + TARGET_START_TIMEOUT;
MigratePrepare prepare;
prepare.migrationId = active.id;
prepare.maxWaitSeconds = active.prepareWaitSeconds;
MasterPackets::SendTo(source->GetSysAddr(), prepare);
Report(active, eState::PREPARING, "Saving the property", static_cast<uint16_t>(source->GetCurrentClientCount()));
return eRefusal::NONE;
} else {
// A fresh world server, started from the binary on disk now: this is how a live update takes over
target = StartTarget(*source);
if (!target) {
source->SetIsDraining(false);
return refuse(eRefusal::MASTER_SHUTTING_DOWN);
}
migration.startedTarget = true;
// Starting it grew the instance list, which moves the InstancePtrs but not the Instances: source is still good
}
LOG("Migration %u requested by %s: %s zone %u instance %u (%i player(s)) -> instance %u", migration.id, migration.by.c_str(),
KindName(migration.kind), migration.zone, migration.source, source->GetCurrentClientCount(), target->GetInstanceID());
auto& active = g_Active[migration.id] = migration;
Begin(active, *source, *target);
return eRefusal::NONE;
}
void MigrationCoordinator::HandleStatus(const SystemAddress& from, const MigrationStatus& status) {
const auto it = g_Active.find(status.migrationId);
if (it == g_Active.end()) return;
auto& migration = it->second;
const auto& source = FindInstance(migration.zone, migration.source);
if (!source || source->GetSysAddr() != from) return; // only the source world runs it
migration.moved = status.moved;
migration.failed = status.failed;
if (status.state == eState::DONE) return Finish(it, true, status.message);
if (status.state == eState::FAILED) return Finish(it, false, status.message);
if (status.state == eState::PREPARED) {
if (migration.state != eState::PREPARING) return;
// Saved and frozen: now the new instance may load the property
Instance* sourceInstance = source.get();
Instance* target = StartTarget(*sourceInstance);
if (!target) {
SendCancel(migration);
return Finish(it, false, "Master refused to start the new instance");
}
migration.startedTarget = true;
LOG("Migration %u: property of zone %u clone %u saved; instance %u -> %u", migration.id, migration.zone, migration.clone, migration.source, target->GetInstanceID());
Report(migration, eState::PREPARED, status.message, static_cast<uint16_t>(sourceInstance->GetCurrentClientCount()));
return Begin(migration, *sourceInstance, *target);
}
migration.state = status.state;
Report(migration, status.state, status.message, status.remaining);
}
void MigrationCoordinator::HandleCarriedState(const SystemAddress& from, const CarriedPlayerState& state) {
for (const auto& [id, migration] : g_Active) {
if (migration.zone != state.targetZone || migration.target != state.targetInstance) continue;
const auto& source = FindInstance(migration.zone, migration.source);
if (!source || source->GetSysAddr() != from) continue;
const auto& target = FindInstance(migration.zone, migration.target);
if (!target) return;
MasterPackets::SendTo(target->GetSysAddr(), state);
return;
}
}
void MigrationCoordinator::OnInstanceGone(const Instance& instance) {
for (auto it = g_Active.begin(); it != g_Active.end();) {
const auto& migration = it->second;
if (migration.zone != instance.GetMapID() || (migration.source != instance.GetInstanceID() && migration.target != instance.GetInstanceID())) {
++it;
continue;
}
const bool wasSource = migration.source == instance.GetInstanceID();
// Its players were saved when it stopped; with a shut down planned that is a finished drain
if (wasSource && migration.state == eState::MOVING && migration.shutdownSource) {
auto done = it++;
Finish(done, true, "The old instance stopped");
continue;
}
if (!wasSource) SendCancel(migration);
auto failed = it++;
Finish(failed, false, wasSource ? "The instance being emptied stopped" : "The target instance stopped");
}
}
void MigrationCoordinator::Update() {
const auto now = Clock::now();
for (auto it = g_Active.begin(); it != g_Active.end();) {
auto& migration = it->second;
auto current = it++;
if (migration.state == eState::PREPARING) {
if (!FindInstance(migration.zone, migration.source)) {
Finish(current, false, "The instance being emptied stopped");
} else if (now > migration.deadline) {
SendCancel(migration);
Finish(current, false, "The property wasn't saved in time");
}
} else if (migration.state == eState::STARTING_TARGET) {
const auto& source = FindInstance(migration.zone, migration.source);
const auto& target = FindInstance(migration.zone, migration.target);
if (!source || !target) {
Finish(current, false, !source ? "The instance being emptied stopped" : "The new instance stopped while starting");
} else if (target->GetIsReady()) {
SendOrder(migration, *source, *target);
} else if (now > migration.deadline) {
Finish(current, false, "The new instance didn't start in time");
}
} else if (now > migration.deadline) {
SendCancel(migration);
Finish(current, false, "Timed out moving players");
}
}
}