DarkflameServer/dMasterServer/MasterServer.cpp

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#include <chrono>
#include <cstdlib>
#include <ctime>
#include <iostream>
#include <map>
#include <string>
#include <thread>
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#include <fstream>
#ifdef _WIN32
#include <bcrypt/BCrypt.hpp>
#else
#include <bcrypt.h>
#endif
#include <csignal>
//DLU Includes:
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "Database.h"
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#include "MigrationRunner.h"
#include "Diagnostics.h"
#include "dCommonVars.h"
#include "dConfig.h"
#include "dLogger.h"
#include "dServer.h"
//RakNet includes:
#include "RakNetDefines.h"
//Packet includes:
#include "AuthPackets.h"
#include "Game.h"
#include "InstanceManager.h"
#include "MasterPackets.h"
#include "ObjectIDManager.h"
#include "PacketUtils.h"
#include "dMessageIdentifiers.h"
namespace Game {
dLogger* logger;
dServer* server;
InstanceManager* im;
dConfig* config;
} //namespace Game
bool shutdownSequenceStarted = false;
void ShutdownSequence();
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int FinalizeShutdown();
dLogger* SetupLogger();
void StartAuthServer();
void StartChatServer();
void HandlePacket(Packet* packet);
std::map<uint32_t, std::string> activeSessions;
bool shouldShutdown = false;
SystemAddress chatServerMasterPeerSysAddr;
int main(int argc, char** argv) {
Diagnostics::SetProcessName("Master");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
Add Aarch64 support (#231) * added mariadb-connector-cpp submodule * raknet aarch64 support * fix compile errors * mariadb connector swap (in progress) * update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors * update types with missing aarch64 check * corrected adding extra flag to properly compile mariadbconn in CMakeLists * updated readme with arm builds section * fix build failure if test folder does not exist * Remove mysql connector from all builds, add mariadbconnector to windows build * readd Linux check for backtrace lib to CMakeLists.txt * Separate system specific mariadbconncpp extra compile flags * Copy dlls to exes directory once built * fetch prebuilt binaries on windows so that ClangCL can be used * Delay load dll so that plugin directory is set correctly * Fixed typo in glibcxx compile flag * whitespacing, spaces -> tabs * Updated README.md, included instructions to update * Updated README.md added libssl-dev requirement and removed mysql connector references from macOS builds section * apple compile fixes for zlib and shared library name * add windows arm64 checks to raknet * remove extra . in shared library location * Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple * Fix copy paths for single config generators and non windows * change plugin folder location, another single config generator fix * GENERATOR_IS_MULTI_CONFIG is a property not a variable * Fixed a few errors after merge * Fix plugin directory path, force windows to look at the right folder * fixed directory name for make_directory command * Update README.md Updated MacOS, Windows build instructions. * set INSTALL_PLUGINDIR so that the right directory is used * Support for relative rpath for docker build * added mariadb-connector-cpp submodule * raknet aarch64 support * fix compile errors * mariadb connector swap (in progress) * update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors * update types with missing aarch64 check * corrected adding extra flag to properly compile mariadbconn in CMakeLists * updated readme with arm builds section * fix build failure if test folder does not exist * Remove mysql connector from all builds, add mariadbconnector to windows build * readd Linux check for backtrace lib to CMakeLists.txt * Separate system specific mariadbconncpp extra compile flags * Copy dlls to exes directory once built * fetch prebuilt binaries on windows so that ClangCL can be used * Delay load dll so that plugin directory is set correctly * Fixed typo in glibcxx compile flag * whitespacing, spaces -> tabs * Updated README.md, included instructions to update * Updated README.md added libssl-dev requirement and removed mysql connector references from macOS builds section * apple compile fixes for zlib and shared library name * add windows arm64 checks to raknet * Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple * Fix copy paths for single config generators and non windows * change plugin folder location, another single config generator fix * GENERATOR_IS_MULTI_CONFIG is a property not a variable * Fixed a few errors after merge * Fix plugin directory path, force windows to look at the right folder * fixed directory name for make_directory command * Update README.md Updated MacOS, Windows build instructions. * set INSTALL_PLUGINDIR so that the right directory is used * Support for relative rpath for docker build * Rebase on main * Remove extra git submodule * Update CMakeLists.txt * Remove CMakeLists.txt file from mariadb Remove the CMakeLists.txt file from the mariaDBConnector so we dont build the tests. Also add a config option to the CMakeVariables.txt so you can build the connector with multiple jobs * Compile on windows Specify the mariadbcpp.dll file location with a defined absolute path so windows knows it actually exists. * default to 1 job Default mariadb jobs running in parallel to 1 instead of 4 * Move mariadbcpp.dll file to the expected directory on windows * Changed plugin Updated the plugin location from the project binary directory to the expected location, the mariadb binary directory. * Addressed windows dll issues by moving files to the expected directory instead of a directory that wouldnt get created * Update README Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com> Co-authored-by: EmosewaMC <39972741+EmosewaMC@users.noreply.github.com>
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#if defined(_WIN32) && defined(MARIADB_PLUGIN_DIR_OVERRIDE)
_putenv_s("MARIADB_PLUGIN_DIR", MARIADB_PLUGIN_DIR_OVERRIDE);
#endif
//Triggers the shutdown sequence at application exit
std::atexit(ShutdownSequence);
signal(SIGINT, [](int) { ShutdownSequence(); });
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signal(SIGTERM, [](int) { ShutdownSequence(); });
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
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if (!Game::logger) return EXIT_FAILURE;
Game::logger->Log("MasterServer", "Starting Master server...\n");
Game::logger->Log("MasterServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("MasterServer", "Compiled on: %s\n", __TIMESTAMP__);
//Read our config:
dConfig config("masterconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
//Check CDClient exists
const std::string cdclient_path = "./res/CDServer.sqlite";
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std::ifstream cdclient_fd(cdclient_path);
if (!cdclient_fd.good()) {
Game::logger->Log("WorldServer", "%s could not be opened\n", cdclient_path.c_str());
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return EXIT_FAILURE;
}
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cdclient_fd.close();
//Connect to CDClient
try {
CDClientDatabase::Connect(cdclient_path);
} catch (CppSQLite3Exception& e) {
Game::logger->Log("WorldServer", "Unable to connect to CDServer SQLite Database\n");
Game::logger->Log("WorldServer", "Error: %s\n", e.errorMessage());
Game::logger->Log("WorldServer", "Error Code: %i\n", e.errorCode());
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return EXIT_FAILURE;
}
//Get CDClient initial information
try {
CDClientManager::Instance()->Initialize();
} catch (CppSQLite3Exception& e) {
Game::logger->Log("WorldServer", "Failed to initialize CDServer SQLite Database\n");
Game::logger->Log("WorldServer", "May be caused by corrupted file: %s\n", cdclient_path.c_str());
Game::logger->Log("WorldServer", "Error: %s\n", e.errorMessage());
Game::logger->Log("WorldServer", "Error Code: %i\n", e.errorCode());
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return EXIT_FAILURE;
}
//Connect to the MySQL Database
std::string mysql_host = config.GetValue("mysql_host");
std::string mysql_database = config.GetValue("mysql_database");
std::string mysql_username = config.GetValue("mysql_username");
std::string mysql_password = config.GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
} catch (sql::SQLException& ex) {
Game::logger->Log("MasterServer", "Got an error while connecting to the database: %s\n", ex.what());
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return EXIT_FAILURE;
}
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if (argc > 1 && (strcmp(argv[1], "-m") == 0 || strcmp(argv[1], "--migrations") == 0)) {
MigrationRunner::RunMigrations();
Game::logger->Log("MigrationRunner", "Finished running migrations\n");
return EXIT_SUCCESS;
}
//If the first command line argument is -a or --account then make the user
//input a username and password, with the password being hidden.
if (argc > 1 &&
(strcmp(argv[1], "-a") == 0 || strcmp(argv[1], "--account") == 0)) {
std::string username;
std::string password;
std::cout << "Enter a username: ";
std::cin >> username;
//Read the password from the console without echoing it.
#ifdef __linux__
//This function is obsolete, but it only meant to be used by the
//sysadmin to create their first account.
password = getpass("Enter a password: ");
#else
std::cout << "Enter a password: ";
std::cin >> password;
#endif
//Generate new hash for bcrypt
char salt[BCRYPT_HASHSIZE];
char hash[BCRYPT_HASHSIZE];
int32_t bcryptState = ::bcrypt_gensalt(12, salt);
assert(bcryptState == 0);
bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
assert(bcryptState == 0);
//Create account
auto* statement = Database::CreatePreppedStmt("INSERT INTO accounts (name, password, ""gm_level) VALUES (?, ?, ?);");
statement->setString(1, username);
statement->setString(2, std::string(hash, BCRYPT_HASHSIZE).c_str());
statement->setInt(3, 9);
statement->execute();
delete statement;
std::cout << "Account created successfully!\n";
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Database::Destroy("MasterServer");
delete Game::logger;
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return EXIT_SUCCESS;
}
int maxClients = 999;
int ourPort = 1000;
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
if (config.GetValue("port") != "") ourPort = std::stoi(config.GetValue("port"));
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master);
//Query for the database for a server labeled "master"
auto* masterLookupStatement = Database::CreatePreppedStmt("SELECT id FROM `servers` WHERE `name` = 'master'");
auto* result = masterLookupStatement->executeQuery();
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auto master_server_ip = config.GetValue("master_ip");
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if (master_server_ip == "") {
master_server_ip = Game::server->GetIP();
}
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//If we found a server, update it's IP and port to the current one.
if (result->next()) {
auto* updateStatement = Database::CreatePreppedStmt("UPDATE `servers` SET `ip` = ?, `port` = ? WHERE `id` = ?");
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updateStatement->setString(1, master_server_ip);
updateStatement->setInt(2, Game::server->GetPort());
updateStatement->setInt(3, result->getInt("id"));
updateStatement->execute();
delete updateStatement;
}
else {
//If we didn't find a server, create one.
auto* insertStatement = Database::CreatePreppedStmt("INSERT INTO `servers` (`name`, `ip`, `port`, `state`, `version`) VALUES ('master', ?, ?, 0, 171023)");
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insertStatement->setString(1, master_server_ip);
insertStatement->setInt(2, Game::server->GetPort());
insertStatement->execute();
delete insertStatement;
}
//Create additional objects here:
ObjectIDManager::Instance()->Initialize(Game::logger);
Game::im = new InstanceManager(Game::logger, Game::server->GetIP());
//Depending on the config, start up servers:
if (config.GetValue("prestart_servers") != "" && config.GetValue("prestart_servers") == "1") {
StartChatServer();
Game::im->GetInstance(0, false, 0)->SetIsReady(true);
Game::im->GetInstance(1000, false, 0)->SetIsReady(true);
StartAuthServer();
}
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
int framesSinceLastFlush = 0;
int framesSinceLastSQLPing = 0;
int framesSinceKillUniverseCommand = 0;
while (true) {
//In world we'd update our other systems here.
//Check for packets here:
packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
//Push our log every 15s:
if (framesSinceLastFlush >= 900) {
Game::logger->Flush();
framesSinceLastFlush = 0;
}
else
framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= 40000) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
int masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
framesSinceLastSQLPing = 0;
}
else
framesSinceLastSQLPing++;
//10m shutdown for universe kill command
if (shouldShutdown) {
if (framesSinceKillUniverseCommand >= 40000) {
//Break main loop and exit
break;
}
else
framesSinceKillUniverseCommand++;
}
const auto instances = Game::im->GetInstances();
for (auto* instance : instances) {
if (instance == nullptr) {
break;
}
auto affirmTimeout = instance->GetAffirmationTimeout();
if (!instance->GetPendingAffirmations().empty()) {
affirmTimeout++;
}
else {
affirmTimeout = 0;
}
instance->SetAffirmationTimeout(affirmTimeout);
if (affirmTimeout == 1000) {
instance->Shutdown();
instance->SetShutdownComplete(true);
Game::im->RedirectPendingRequests(instance);
}
}
//Remove dead instances
for (auto* instance : instances) {
if (instance == nullptr) {
break;
}
if (instance->GetShutdownComplete()) {
Game::im->RemoveInstance(instance);
}
}
t += std::chrono::milliseconds(highFrameRate);
std::this_thread::sleep_until(t);
}
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FinalizeShutdown();
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exit(EXIT_SUCCESS);
return EXIT_SUCCESS;
}
dLogger* SetupLogger() {
std::string logPath =
"./logs/MasterServer_" + std::to_string(time(nullptr)) + ".log";
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG
logToConsole = true;
logDebugStatements = true;
#endif
return new dLogger(logPath, logToConsole, logDebugStatements);
}
void HandlePacket(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION) {
Game::logger->Log("MasterServer", "A server has disconnected\n");
//Since this disconnection is intentional, we'll just delete it as
//we'll start a new one anyway if needed:
Instance* instance =
Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance) {
Game::im->RemoveInstance(instance); //Delete the old
}
if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) {
StartChatServer();
}
}
if (packet->data[0] == ID_CONNECTION_LOST) {
Game::logger->Log("MasterServer", "A server has lost the connection\n");
Instance* instance =
Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance) {
LWOZONEID zoneID = instance->GetZoneID(); //Get the zoneID so we can recreate a server
Game::im->RemoveInstance(instance); //Delete the old
//Game::im->GetInstance(zoneID.GetMapID(), false, 0); //Create the new
}
if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) {
StartChatServer();
}
}
if (packet->data[1] == MASTER) {
switch (packet->data[3]) {
case MSG_MASTER_REQUEST_PERSISTENT_ID: {
Game::logger->Log("MasterServer", "A persistent ID req\n");
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID = 0;
inStream.Read(requestID);
uint32_t objID = ObjectIDManager::Instance()->GeneratePersistentID();
MasterPackets::SendPersistentIDResponse(Game::server, packet->systemAddress, requestID, objID);
break;
}
case MSG_MASTER_REQUEST_ZONE_TRANSFER: {
Game::logger->Log("MasterServer","Received zone transfer req\n");
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID = 0;
uint8_t mythranShift = false;
uint32_t zoneID = 0;
uint32_t zoneClone = 0;
inStream.Read(requestID);
inStream.Read(mythranShift);
inStream.Read(zoneID);
inStream.Read(zoneClone);
Instance* in = Game::im->GetInstance(zoneID, false, zoneClone);
for (auto* instance : Game::im->GetInstances()) {
Game::logger->Log("MasterServer", "Instance: %i/%i/%i -> %i\n",instance->GetMapID(), instance->GetCloneID(),instance->GetInstanceID(), instance == in);
}
if (!in->GetIsReady()) //Instance not ready, make a pending request
{
in->GetPendingRequests().push_back({ requestID, static_cast<bool>(mythranShift), packet->systemAddress });
Game::logger->Log("MasterServer", "Server not ready, adding pending request %llu %i %i\n", requestID, zoneID, zoneClone);
break;
}
//Instance is ready, transfer
Game::logger->Log("MasterServer", "Responding to transfer request %llu for zone %i %i\n", requestID, zoneID, zoneClone);
Game::im->RequestAffirmation(in, { requestID, static_cast<bool>(mythranShift), packet->systemAddress });
break;
}
case MSG_MASTER_SERVER_INFO: {
//MasterPackets::HandleServerInfo(packet);
//This is here because otherwise we'd have to include IM in
//non-master servers. This packet allows us to add World
//servers back if master crashed
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t theirPort = 0;
uint32_t theirZoneID = 0;
uint32_t theirInstanceID = 0;
ServerType theirServerType;
std::string theirIP = "";
inStream.Read(theirPort);
inStream.Read(theirZoneID);
inStream.Read(theirInstanceID);
inStream.Read(theirServerType);
theirIP = PacketUtils::ReadString(24, packet, false); //24 is the current offset
if (theirServerType == ServerType::World && !Game::im->IsPortInUse(theirPort)) {
Instance* in = new Instance(theirIP, theirPort, theirZoneID, theirInstanceID, 0, 12, 12);
SystemAddress copy;
copy.binaryAddress = packet->systemAddress.binaryAddress;
copy.port = packet->systemAddress.port;
in->SetSysAddr(copy);
Game::im->AddInstance(in);
}
else {
auto instance = Game::im->FindInstance(
theirZoneID, static_cast<uint16_t>(theirInstanceID));
if (instance) {
instance->SetSysAddr(packet->systemAddress);
}
}
if (theirServerType == ServerType::Chat) {
SystemAddress copy;
copy.binaryAddress = packet->systemAddress.binaryAddress;
copy.port = packet->systemAddress.port;
chatServerMasterPeerSysAddr = copy;
}
Game::logger->Log("MasterServer", "Received server info, instance: %i port: %i\n", theirInstanceID, theirPort);
break;
}
case MSG_MASTER_SET_SESSION_KEY: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t sessionKey = 0;
std::string username;
inStream.Read(sessionKey);
username = PacketUtils::ReadString(12, packet, false);
for (auto it : activeSessions) {
if (it.second == username) {
activeSessions.erase(it.first);
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_NEW_SESSION_ALERT);
bitStream.Write(sessionKey);
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bitStream.Write<uint32_t>(username.size());
for (auto character : username) {
bitStream.Write(character);
}
SEND_PACKET_BROADCAST;
break;
}
}
activeSessions.insert(std::make_pair(sessionKey, username));
Game::logger->Log("MasterServer", "Got sessionKey %i for user %s\n", sessionKey, username.c_str());
break;
}
case MSG_MASTER_REQUEST_SESSION_KEY: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
std::string username = PacketUtils::ReadString(8, packet, false);
for (auto key : activeSessions) {
if (key.second == username) {
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SESSION_KEY_RESPONSE);
bitStream.Write(key.first);
PacketUtils::WriteString(bitStream, key.second, 64);
Game::server->Send(&bitStream, packet->systemAddress, false);
break;
}
}
break;
}
case MSG_MASTER_PLAYER_ADDED: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOMAPID theirZoneID = 0;
LWOINSTANCEID theirInstanceID = 0;
inStream.Read(theirZoneID);
inStream.Read(theirInstanceID);
auto instance =
Game::im->FindInstance(theirZoneID, theirInstanceID);
if (instance) {
instance->AddPlayer(Player());
}
else {
printf("Instance missing? What?\n");
}
break;
}
case MSG_MASTER_PLAYER_REMOVED: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOMAPID theirZoneID = 0;
LWOINSTANCEID theirInstanceID = 0;
inStream.Read(theirZoneID);
inStream.Read(theirInstanceID);
auto instance =
Game::im->FindInstance(theirZoneID, theirInstanceID);
if (instance) {
instance->RemovePlayer(Player());
}
break;
}
case MSG_MASTER_CREATE_PRIVATE_ZONE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t mapId;
LWOCLONEID cloneId;
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std::string password;
inStream.Read(mapId);
inStream.Read(cloneId);
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uint32_t len;
inStream.Read<uint32_t>(len);
for (int i = 0; len > i; i++) {
char character;
inStream.Read<char>(character);
password += character;
}
Game::im->CreatePrivateInstance(mapId, cloneId, password.c_str());
break;
}
case MSG_MASTER_REQUEST_PRIVATE_ZONE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID = 0;
uint8_t mythranShift = false;
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std::string password;
inStream.Read(requestID);
inStream.Read(mythranShift);
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uint32_t len;
inStream.Read<uint32_t>(len);
for (int i = 0; i < len; i++) {
char character; inStream.Read<char>(character);
password += character;
}
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auto* instance = Game::im->FindPrivateInstance(password.c_str());
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Game::logger->Log( "MasterServer", "Join private zone: %llu %d %s %p\n", requestID, mythranShift, password.c_str(), instance);
if (instance == nullptr) {
return;
}
const auto& zone = instance->GetZoneID();
MasterPackets::SendZoneTransferResponse(Game::server, packet->systemAddress, requestID,(bool)mythranShift, zone.GetMapID(),instance->GetInstanceID(), zone.GetCloneID(),instance->GetIP(), instance->GetPort());
break;
}
case MSG_MASTER_WORLD_READY: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
LWOMAPID zoneID;
LWOINSTANCEID instanceID;
inStream.Read(zoneID);
inStream.Read(instanceID);
Game::logger->Log("MasterServer", "Got world ready %i %i\n",zoneID, instanceID);
auto* instance = Game::im->FindInstance(zoneID, instanceID);
if (instance == nullptr) {
Game::logger->Log("MasterServer","Failed to find zone to ready\n");
return;
}
Game::logger->Log("MasterServer", "Ready zone %i\n", zoneID);
Game::im->ReadyInstance(instance);
break;
}
case MSG_MASTER_PREP_ZONE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
int zoneID;
inStream.Read(zoneID);
Game::logger->Log("MasterServer", "Prepping zone %i\n", zoneID);
Game::im->GetInstance(zoneID, false, 0);
break;
}
case MSG_MASTER_AFFIRM_TRANSFER_RESPONSE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint64_t requestID;
inStream.Read(requestID);
Game::logger->Log("MasterServer","Got affirmation of transfer %llu\n",requestID);
auto* instance =Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance == nullptr)
return;
Game::im->AffirmTransfer(instance, requestID);
Game::logger->Log("MasterServer", "Affirmation complete %llu\n",requestID);
break;
}
case MSG_MASTER_SHUTDOWN_RESPONSE: {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
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auto* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress);
if (instance == nullptr) {
return;
}
Game::logger->Log("MasterServer", "Got shutdown response\n");
instance->SetShutdownComplete(true);
break;
}
case MSG_MASTER_SHUTDOWN_UNIVERSE: {
Game::logger->Log("MasterServer","Received shutdown universe command, shutting down in 10 minutes.\n");
shouldShutdown = true;
break;
}
default:
Game::logger->Log("MasterServer","Unknown master packet ID from server: %i\n",packet->data[3]);
}
}
}
void StartChatServer() {
#ifdef __APPLE__
//macOS doesn't need sudo to run on ports < 1024
system("./ChatServer&");
#elif _WIN32
system("start ./ChatServer.exe");
#else
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
system("sudo ./ChatServer&");
}
else {
system("./ChatServer&");
}
#endif
}
void StartAuthServer() {
#ifdef __APPLE__
system("./AuthServer&");
#elif _WIN32
system("start ./AuthServer.exe");
#else
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
system("sudo ./AuthServer&");
}
else {
system("./AuthServer&");
}
#endif
}
void ShutdownSequence() {
if (shutdownSequenceStarted) {
return;
}
shutdownSequenceStarted = true;
if (Game::im) {
for (auto* instance : Game::im->GetInstances()) {
if (instance == nullptr) {
continue;
}
instance->Shutdown();
}
}
auto* objIdManager = ObjectIDManager::TryInstance();
if (objIdManager != nullptr) {
objIdManager->SaveToDatabase();
Game::logger->Log("MasterServer", "Saved ObjectIDTracker to DB\n");
}
auto t = std::chrono::high_resolution_clock::now();
auto ticks = 0;
if (!Game::im) {
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exit(EXIT_SUCCESS);
}
Game::logger->Log("MasterServer", "Attempting to shutdown instances, max 60 seconds...\n");
while (true) {
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auto packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
auto done = true;
for (auto* instance : Game::im->GetInstances()) {
if (instance == nullptr) {
continue;
}
if (!instance->GetShutdownComplete()) {
done = false;
}
}
if (done) {
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Game::logger->Log("MasterServer", "Finished shutting down MasterServer!\n");
break;
}
t += std::chrono::milliseconds(highFrameRate);
std::this_thread::sleep_until(t);
ticks++;
if (ticks == 600 * 6) {
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Game::logger->Log("MasterServer", "Finished shutting down by timeout!\n");
break;
}
}
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FinalizeShutdown();
}
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int FinalizeShutdown() {
//Delete our objects here:
Database::Destroy("MasterServer");
delete Game::im;
delete Game::server;
delete Game::logger;
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exit(EXIT_SUCCESS);
return EXIT_SUCCESS;
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}