Files
DarkflameServer/dGame/UserManager.h
Aaron Kimbrell 109a936798 feat: live updates move every server onto a new build without a restart
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>
2026-09-28 22:31:23 -05:00

75 lines
2.4 KiB
C++

#ifndef USERMANAGER_H
#define USERMANAGER_H
#define _VARIADIC_MAX 10
#include <string>
#include <vector>
#include "RakNetTypes.h"
#include <map>
class User;
namespace WorldPackets {
struct CharacterCreateRequest;
struct CharacterDeleteRequest;
struct CharacterRenameRequest;
}
class UserManager {
public:
static UserManager* Instance() {
if (!m_Address) {
m_Address = new UserManager();
}
return m_Address;
}
void Initialize();
~UserManager();
User* CreateUser(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey);
User* GetUser(const SystemAddress& sysAddr);
User* GetUser(const std::string& username);
std::vector<User*> GetUsersForAccount(uint32_t accountId);
bool DeleteUser(const SystemAddress& sysAddr); //Returns true on succesful deletion
void DeletePendingRemovals();
std::string GetPredefinedName(uint32_t firstNameIndex, uint32_t middleNameIndex, uint32_t lastNameIndex);
bool IsNamePreapproved(const std::string& requestedName);
void RequestCharacterList(const SystemAddress& sysAddr);
void CreateCharacter(const SystemAddress& sysAddr, const WorldPackets::CharacterCreateRequest& request);
void DeleteCharacter(const SystemAddress& sysAddr, const WorldPackets::CharacterDeleteRequest& request);
void RenameCharacter(const SystemAddress& sysAddr, const WorldPackets::CharacterRenameRequest& request);
void LoginCharacter(const SystemAddress& sysAddr, LWOOBJID playerID);
void SaveAllActiveCharacters();
size_t GetUserCount() const { return m_Users.size(); }
// Everyone connected, by address (character selection moves them one by one in a live update)
const std::map<SystemAddress, User*>& GetUsers() const { return m_Users; }
// Access cached config values
bool GetMuteAutoRejectNames() const { return m_MuteAutoRejectNames; }
bool GetMuteRestrictTrade() const { return m_MuteRestrictTrade; }
bool GetMuteRestrictMail() const { return m_MuteRestrictMail; }
private:
static UserManager* m_Address; //Singleton
std::map<SystemAddress, User*> m_Users;
std::vector<User*> m_UsersToDelete;
std::vector<std::string> m_FirstNames;
std::vector<std::string> m_MiddleNames;
std::vector<std::string> m_LastNames;
std::vector<std::string> m_PreapprovedNames;
// Cached config values that can change on config reload
bool m_MuteAutoRejectNames = false;
bool m_MuteRestrictTrade = false;
bool m_MuteRestrictMail = false;
};
#endif // USERMANAGER_H