mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
9116317834
* greatly simplify docker * back to gcc since I can't the libs to load properly * fix typo add set -e to entrypoint better copy of entrypoint.sh and use proper entrypoint * use debian instead of gcc for runtime comment and organize it a bit drop gcc to 12 since we are using debian 12 as well * explicitly include mariadb libs * Make the server not crash in the case we are using only env-vars make the dockerfile have configs in the expected location incase of bypassing entrypoint.sh * remove unneede var from example, since it's in the container now * coments to dockerfile * Revert master server changes * Resolve conflicting port options between chat, master, and world move chat_server_port to shared since it's used by world and chat * Don't error if file does not exists when updating a config option move update before and use bin dir var
189 lines
5.8 KiB
C++
189 lines
5.8 KiB
C++
#include <iostream>
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#include <string>
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#include <ctime>
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#include <csignal>
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#include <chrono>
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#include <thread>
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//DLU Includes:
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#include "dCommonVars.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "Diagnostics.h"
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#include "BinaryPathFinder.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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#include <MessageIdentifiers.h>
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//Auth includes:
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#include "AuthPackets.h"
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#include "eConnectionType.h"
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#include "eServerMessageType.h"
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#include "eAuthMessageType.h"
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#include "Game.h"
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namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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dConfig* config = nullptr;
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Game::signal_t lastSignal = 0;
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std::mt19937 randomEngine;
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}
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Logger* SetupLogger();
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void HandlePacket(Packet* packet);
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int main(int argc, char** argv) {
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constexpr uint32_t authFramerate = mediumFramerate;
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constexpr uint32_t authFrameDelta = mediumFrameDelta;
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Diagnostics::SetProcessName("Auth");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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if (!Game::logger) return EXIT_FAILURE;
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//Read our config:
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Game::config = new dConfig("authconfig.ini");
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Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
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Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
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LOG("Starting Auth server...");
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LOG("Version: %s", PROJECT_VERSION);
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LOG("Compiled on: %s", __TIMESTAMP__);
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try {
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Database::Connect();
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} catch (sql::SQLException& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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Database::Destroy("AuthServer");
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delete Game::server;
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delete Game::logger;
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return EXIT_FAILURE;
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}
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//Find out the master's IP:
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std::string masterIP;
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uint32_t masterPort = 1500;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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LOG("Master is at %s:%d", masterIP.c_str(), masterPort);
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Game::randomEngine = std::mt19937(time(0));
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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uint32_t maxClients = 50;
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uint32_t ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("auth_server_port") != "") ourPort = std::atoi(Game::config->GetValue("auth_server_port").c_str());
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::lastSignal);
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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constexpr uint32_t logFlushTime = 30 * authFramerate; // 30 seconds in frames
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constexpr uint32_t sqlPingTime = 10 * 60 * authFramerate; // 10 minutes in frames
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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AuthPackets::LoadClaimCodes();
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= authFramerate) {
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LOG("No connection to master!");
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break; //Exit our loop, shut down.
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}
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} else framesSinceMasterDisconnect = 0;
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//In world we'd update our other systems here.
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//Check for packets here:
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Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
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packet = Game::server->Receive();
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if (packet) {
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HandlePacket(packet);
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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}
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//Push our log every 30s:
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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uint32_t masterPort;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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framesSinceLastSQLPing = 0;
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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(authFrameDelta); //Auth can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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LOG("Exited Main Loop! (signal %d)", Game::lastSignal);
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//Delete our objects here:
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Database::Destroy("AuthServer");
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delete Game::server;
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delete Game::logger;
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delete Game::config;
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return EXIT_SUCCESS;
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}
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Logger* SetupLogger() {
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std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/AuthServer_" + std::to_string(time(nullptr)) + ".log")).string();
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bool logToConsole = false;
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bool logDebugStatements = false;
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#ifdef _DEBUG
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logToConsole = true;
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logDebugStatements = true;
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#endif
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return new Logger(logPath, logToConsole, logDebugStatements);
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}
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void HandlePacket(Packet* packet) {
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if (packet->length < 4) return;
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if (packet->data[0] == ID_USER_PACKET_ENUM) {
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if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::SERVER) {
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if (static_cast<eServerMessageType>(packet->data[3]) == eServerMessageType::VERSION_CONFIRM) {
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AuthPackets::HandleHandshake(Game::server, packet);
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}
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} else if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::AUTH) {
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if (static_cast<eAuthMessageType>(packet->data[3]) == eAuthMessageType::LOGIN_REQUEST) {
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AuthPackets::HandleLoginRequest(Game::server, packet);
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}
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}
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}
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}
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