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198 Commits

Author SHA1 Message Date
15988afb4c hey it compiles 2023-03-20 21:14:52 -05:00
5e9a956bed Merge branch 'main' into item-component 2023-03-20 21:05:58 -05:00
c2d5be0e5d include 2023-03-20 20:59:11 -05:00
David Markowitz
7671cc6865 CDClient cleanup and optimization (#1023)
* CDClient cleanup and optimization

- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux

* Re-add unused table

Convert tables to singletons

- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager
2023-03-17 07:36:21 -07:00
David Markowitz
bd79e9433c Increase Battle of Nimbus Station end of match timer to 60 seconds (#1018)
as per the live script
This is now the third time this has been updated lol
2023-03-17 02:48:47 -07:00
David Markowitz
2bcf862f93 Development inventory command improvements (#1022) 2023-03-14 05:50:12 -07:00
David Markowitz
c3723371cf Patch divide by zero when advancing waypoints (#1020) 2023-03-14 04:12:26 -07:00
David Markowitz
137a5e5c3d Players no longer respawn if they were alive at the end of Battle of Nimbus Station (#1017) 2023-03-12 07:21:27 -07:00
David Markowitz
a532bc15d8 Fix zombie bug (#1014) 2023-03-08 07:32:03 -06:00
ff0336793c add stun immunity script (#1015)
several summons use this script to be immune to stuns
2023-03-08 07:31:45 -06:00
David Markowitz
49047a267b Fix racing imagination loss on death (#1006)
* Fix imagination on death

* Fix defaults

* Fix visuals
2023-03-05 14:34:59 -06:00
9d65d871d0 fix compatibility with nexus dash (#1011)
* add some more utility to the masterserver -a command
fix compatability with nexus dash

* cleanup code some more
user logger where it makes sense
only take in password if it is needed
log a better error if account cannot be created

* update message

* return before success statement if catching error
2023-03-05 13:11:32 -06:00
e524b86e12 breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00
David Markowitz
2837f68f44 Fix stuns with mast teleport (#1003) 2023-03-03 22:59:37 -08:00
David Markowitz
a0c0a87956 Fix Trigger Missions (#1010) 2023-03-03 22:58:29 -08:00
David Markowitz
3e482602d4 Fix non-parallel timers in CombatAIComponent (#1008)
* Fix non-parelell timers
2023-03-03 18:45:01 -08:00
David Markowitz
b6fc959433 Fix shark stinky fish death animation (#1004) 2023-02-28 17:30:28 -06:00
6d989f37f1 Breakout ServerDisconnectIdentifiers into an enum (#995) 2023-02-19 04:29:14 -08:00
David Markowitz
d138b7b878 Make ControlBehavior messages far more modular (#991)
* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
2023-02-16 11:30:33 -06:00
484488e47d add bounds check to prevent crashing (#992) 2023-02-16 11:14:23 -06:00
David Markowitz
72c93c8913 Further implement Property Behavior parsing (#936)
Further implements the ControlBehavior processing and adds preparations for cheat detection
2023-02-13 18:55:44 -08:00
2ae9a92b55 fix cmake 2023-02-10 21:43:39 -06:00
50978620d8 Merge branch 'main' into item-component 2023-02-10 21:35:53 -06:00
c168f6c970 Break out the model component
into the model, item, and mutable model behaviors
2023-02-10 21:33:30 -06:00
3cd0d1ec3d Make wrapper for casting skills (#987)
* Make wrapper for casting skills
this is to reduce magic numbers in the code base

Only updated one use of this to demo that this works.
Will be do more in a sepearate PR.

Also, inadvertantly fix damage stacking and self-damage in the teslapack

* add skill<->behavior caching

* explicit by reference

* address emo's feedback
2023-02-10 02:30:17 -06:00
91c0c1fcfb Split out LUTriggers into it's own component (#986)
* Split out LUTriggers into it's own component

* some cleanup

* fix debug log

* use emplace and tryParse

* slight refactor to make the work on startup
rather than at runtime
Also TODO's for getting targets via all the possible methods

* address feedback
2023-02-10 02:29:53 -06:00
David Markowitz
d17f51183e Allow landing animation in Return to the Venture Explorer (#977) 2023-01-26 21:41:40 -05:00
Jett
6aa69de4fd Resolution of accidental shifting of eItemType enum (#976) 2023-01-25 16:21:12 -08:00
Gie "Max" Vanommeslaeghe
cdffd5ff30 Fix: 968 bug using lookup command with no parameters crashes instance (#970)
* Update SlashCommandHandler.cpp

* Update SlashCommandHandler.cpp
2023-01-24 17:09:32 -06:00
ac5f08f601 Merge pull request #963 from DarkflameUniverse/enum-cleanup
cleanup enums to make them more consistent style wise
2023-01-24 16:38:41 -06:00
Jett
90d184ba93 Remove Clang Tidy configurations. (#969) 2023-01-24 22:36:30 +00:00
bff14fd391 add blame ignore 2023-01-22 17:39:38 -06:00
faf42d2f8c cleanup enums to make them more consistent 2023-01-22 17:38:47 -06:00
David Markowitz
cff94b6c22 Fix hash collisions in achievements (#962) 2023-01-21 09:37:09 -06:00
David Markowitz
c8cd51ef63 Fix warning for overrides (#961) 2023-01-20 00:07:25 -08:00
6fd80e3117 Don't enable HC on minigame worlds (#959)
* Fix max's ouchi

* use smarter logic

* fix whitespace

* clone
2023-01-20 01:50:46 -06:00
David Markowitz
14085d09bd Add note for compiling with multiple jobs (#948)
* Fix overread in projectile behavior

* Fix stuns

* Correctly read in bitStream

* Fix projectile behavior

* Address movement type issues

* Update shutdown time to be accurate

* Fix small issues

* Fix missing template

* Add note for compile jobs
2023-01-17 13:26:50 -06:00
David Markowitz
7418e02365 Update AmTeapotServer.cpp (#949) 2023-01-17 06:07:34 -06:00
David Markowitz
fbaf1cbb25 Dont preemptively delete objects (#958)
Let finalizeShutdown take care of it
2023-01-17 06:06:09 -06:00
872270704c Hardmode cleanups (#954)
* load values once
so that it doesn't check every time
don't return, just skip
don't realod char

* address feedback

* don't drop the only item you can't get again

* address most feedback

* move settings for HC mode

* fix comment

* claenup whitespace
2023-01-12 13:16:24 -06:00
David Markowitz
7bca43ffc1 Fix tests (#953) 2023-01-11 22:36:03 -08:00
wincent
7aacfc1bf0 Fixed crashes related to hardcore mode 2023-01-11 21:51:14 +01:00
5557a98129 fix hardmode example config options (#952) 2023-01-11 14:10:48 -06:00
Gie "Max" Vanommeslaeghe
45d739499a Merge pull request #950 from DarkflameUniverse/vanity-ldf-reading
Add ldf controlls to vanity npc tools
2023-01-11 20:22:21 +01:00
Gie "Max" Vanommeslaeghe
5b30f4a5ae Merge pull request #951 from DarkflameUniverse/hardcore-mode
Hardcore mode
2023-01-11 20:18:56 +01:00
Gie "Max" Vanommeslaeghe
bfa4fbd5a9 add hardcore_mode to settings 2023-01-11 20:11:06 +01:00
Gie "Max" Vanommeslaeghe
e7bc4ef773 add hardcore mode 2023-01-11 20:08:54 +01:00
ce39e3ad6b Add ldf controlls to vanity npc tools
make vanity npc use more forgiving
2023-01-11 01:10:14 -06:00
David Markowitz
e67f310632 Fix missing template override for AMFFormats (#946) 2023-01-08 10:01:53 +01:00
David Markowitz
8920cd1063 Use field names instead of numbers for CDClient tables (#945) 2023-01-07 01:48:59 -08:00
David Markowitz
a580e3a2f5 Update lookup command (#909)
* Update lookup command

* Fix bugs

Update SlashCommandHandler.cpp
2023-01-07 00:17:09 -06:00
David Markowitz
a28a2e60cf Add property Teleport behavior (#846)
* Add property Teleport behavior

Untested.  Will mark pr as ready for review when this has been tested

* Fix issues
2023-01-07 00:16:43 -06:00
5374c555f5 Implement bubble seriliaztion in controllable physics (#942)
* bubble

* "Correct" serialization and enum

* Enum update

* figured out what things do

* accurate types and cleanup

* add sanity check
add getter
add slash command for testing

* fix default

* cleanup slash command

* handle game message probably
remove funny slash command
add all bubble GM's

Co-authored-by: Jett <55758076+Jettford@users.noreply.github.com>
2023-01-07 00:14:51 -06:00
80f8dd8003 Imminuty updates (#925)
* WIP Immunities

* Immunity getters

* remove redundent variable
replace it use with it's equivalent

* remove unused lookups, fix typos

* fix tests

* added imunity test

* address feedback

* more immunity tests

* explicit this
2023-01-06 23:59:19 -06:00
David Markowitz
1ac898ba00 Remove GameConfig (#874)
* Remove GameConfig

* Fully remove GmeConfig

* Update worldconfig.ini

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:21:40 -06:00
David Markowitz
fc75d6048f dGame Precompiled header improvements (#876)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Clean up include tree

* Remove unneeded headers from PCH files

Removes unneeded headers from pre-compiled headers.  This increases compile time, however reduces development time for most files.

* Update Entity.h

* Update EntityManager.h

* Update GameMessages.cpp

* There it compiles now

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-01-06 23:17:05 -06:00
David Markowitz
8bcb4bd36d Fix smashables not counting towards whole team (#944) 2023-01-06 23:06:24 -06:00
David Markowitz
bad3845d83 Address Docker issues and remove need to extract cdclient.fdb (#895)
* Implement a server res directory

* Only convert if neither exist

* Remove unzip, Update RegEx

* readme updates

Run setup after setting working dir

Address several docker issues

Revert "Run setup after setting working dir"

This reverts commit fd2fb9228e82a350204c1ef61f7ba059479bb12f.

Fix docker

* Remove extra submodules

* Rework logic

* Switch if block

* Remove need to extract fdb from client

* Change log name

* Update FdbToSqlite.cpp
2023-01-06 23:04:20 -06:00
Gie "Max" Vanommeslaeghe
7fcc8a6e84 Merge pull request #935 from EmosewaMC/WorldConfig
Eliminate WorldConfig Based Magic Numbers
2023-01-07 03:41:40 +01:00
David Markowitz
1a34f6f74a Fix debug logging newline (#940) 2023-01-04 08:15:06 -06:00
David Markowitz
1789ec7f20 delta compression fixes (#937) 2023-01-03 11:22:04 -06:00
David Markowitz
dc7d0ce142 Fix Stuns of duration zero (#938) 2023-01-03 11:21:57 -06:00
David Markowitz
203a150a56 Update DestroyableComponent.cpp 2023-01-01 16:36:10 -08:00
EmosewaMC
19be0a61b2 Eliminate WorldConfig Magic Numbers
Add comments for fields

Use the name directly
2023-01-01 05:20:03 -08:00
David Markowitz
09157506bf Fix Complete Overhaul (#934)
Check your pointers :)
2022-12-31 11:44:09 -08:00
David Markowitz
737eaba54d Serialize target with GameMessageStartSkill (#933) 2022-12-31 03:56:30 -08:00
David Markowitz
fab4414204 Fix serratorizer chargeup time (#931) 2022-12-31 03:56:12 -08:00
34b5f0f9d6 add uncast to speed behavior (#932) 2022-12-31 02:46:25 -06:00
David Markowitz
9adbb7aa86 Address World Server Packet timing and erroneous log (#929)
* Fix overread in projectile behavior

* Fix stuns

* Correctly read in bitStream

* Fix projectile behavior

* Address movement type issues

* Update shutdown time to be accurate

* Fix small issues
2022-12-29 08:34:53 -06:00
David Markowitz
bd28e4051f Fix Hash Collisions in CDBehaviorParameter table (#930)
* Fix hashing

* Update CDBehaviorParameterTable.cpp
2022-12-29 03:43:52 -06:00
David Markowitz
99c0ca253c Basic Attack Behavior Live Accuracy Improvements (#926)
* Overhaul BasicAttack Behavior so it matches the live 1.10.64 client
2022-12-28 14:04:37 -08:00
David Markowitz
0e9c0a8917 Fix MovementSwitch Behavior (#927) 2022-12-28 14:03:07 -08:00
David Markowitz
e41ed68447 Update README (#806)
* Update README

The README is very out of date, the following changes have been made
- Update what the file tree should look like
- Remove client Avant Gardens Survival script fix
- Update some incorrect commands or commands that were missing packages.
- Add packed client setup instructions
- Add *config.ini setup instructions
- Describe what configs should be modified and what you may want to change
- More detail in the verify step
- Change Account Manager link to Nexus Dashboard
- Remove table of commands and reference Commands.md instead
- Specify that UGCSERVERIP may need to be changed to localhost as well

* Fix Avant Gardens Survival

This addresses the Avant Gardens Survival bug.  Squeezing it in with the README changes since it is a small change.

* Remove Locale

* Update README.md

Co-authored-by: Jonathan Romano <jonathan@luxaritas.com>

* Remove dLocale again?

* Saving for the night

* Revert "Fix Avant Gardens Survival"

This reverts commit b1a1ce2d84.

* Update Mission.cpp

* Update README.md

Move comments and add pre-processor define

Update README.md

Update README.md

Update CMakePresets.json

Update CMakeVariables.txt

Update README.md

i love readmes

Update README.md

Update README.md

Update README.md

Update README.md

Update README.md

Update README.md

Update README.md

* Update README.md

Co-authored-by: Daniel Seiler <me@xiphoseer.de>

* Address feedback

* Update README.md

* Update Database.cpp

* Update README.md

* Revert tcp specification

Co-authored-by: Jonathan Romano <jonathan@luxaritas.com>
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
Co-authored-by: Daniel Seiler <me@xiphoseer.de>
2022-12-28 13:58:53 -08:00
5cc7d47074 sanity check on opening packages (#923) 2022-12-24 14:41:13 -08:00
David Markowitz
1470af99c3 Correct Property FX incorrect skill cast (#920) 2022-12-24 04:06:27 -08:00
David Markowitz
85ab573665 Fix duping issue (#921) 2022-12-24 09:51:59 +01:00
6ec921025d Use new logic for applying speed changes in ApplyBuff (#919) 2022-12-24 00:49:31 -08:00
David Markowitz
bbd5a49ea2 Update DarkInspirationBehavior.cpp (#897) 2022-12-23 18:05:30 -08:00
David Markowitz
675cf1d2a4 Fix baseEnemyApe stuns and fix IdleFlags serialization (#914)
* Fix baseEnemyApe stuns

* Correct serialization
2022-12-23 00:14:51 -06:00
9ebb06ba24 Qb team credit (#912)
* give credit to whole team for qb's

* fix compiling
2022-12-22 07:24:59 -06:00
David Markowitz
96313ecd69 Calculate world shutdown timer (#910) 2022-12-22 05:16:35 -08:00
David Markowitz
015cbc06ea Fix racing spawn positions (#913) 2022-12-22 05:16:18 -08:00
David Markowitz
dff02773a0 Fix dragon stuns (#915) 2022-12-22 05:16:08 -08:00
David Markowitz
d052ed6a63 Update MigrationRunner.cpp (#911) 2022-12-22 06:06:59 -06:00
David Markowitz
fd9757d121 Implement a server res directory for server required client files (#891) 2022-12-21 22:34:11 -08:00
David Markowitz
bd7f532a28 Implement the Imaginite Backpack and Shard armor scripts (#886)
* Imaginite Pack now works

* Remove unused params

* Address issues

* Add TeslaPack script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-12-21 14:33:41 -08:00
David Markowitz
51dd56f0a0 Add MTU config option (#908)
* Add config option

* Add reloading
2022-12-21 10:51:27 -06:00
David Markowitz
38eb441ca1 Correct Projectile behavior bitStream reads (#907) 2022-12-21 00:26:17 -08:00
Gie "Max" Vanommeslaeghe
559894024c Merge pull request #889 from EmosewaMC/MoreImprovements
Continued improvements to Servers
2022-12-20 23:11:24 +01:00
Neal Spellman
0a31db9d44 Updated README and CREDITS (#904)
- README now has proper capitalization for categories in the credits.
- New layout with former contributors moved to below active contributors.
- LEGO Universe credits linked for the special thanks.
- Aronwk properly recognized as DLU team member after mistakenly not included.
- Vanity credits updated to more closely mirror categories in README's credits.
2022-12-20 14:10:54 -08:00
David Markowitz
f2fa81b5c3 Fix lobbies (#901) 2022-12-20 15:20:44 -06:00
David Markowitz
2fdcf62ec6 Fix overread in projectile behavior and address broken stuns (#898)
* Fix overread in projectile behavior

* Fix stuns

* Correctly read in bitStream
2022-12-19 14:52:00 -06:00
David Markowitz
d69f733772 Fix trading taking the wrong item (#900)
* Fix trading taking the wrong item

* Add missing returns

* Improve further

Do all verification first.  Then actually do the trade.  Prevents possible cheating attempts
2022-12-19 14:51:44 -06:00
157a05239e Add speedbase readling and writing to the level prograssion component and impli proper character versions for fixes (#856)
* Add speed base readling and writing
to the level prograssion component
Add retroactive fix to the  world transfer
TODO: see about versioning charxml fixes to make them not run every time

* version all current changes

* cleanup speed behavior
add calculate for future use in scripts
make < 1 speed multiplier possible
tested wormholer and it plays anims correctly

* cap the lower end of the speed multiplier
until the ending the behavior on hit properly works

* address feedback
add emun for character version
make set ignore multipliers consistent in speed behavior
switch case for char version upgrades

* remove the ability to stack speed boosts

* update value on level ups
2022-12-19 13:45:50 -06:00
David Markowitz
9f47b1f0bb Merge remote-tracking branch 'upstream/main' into MoreImprovements 2022-12-19 03:53:51 -08:00
David Markowitz
f311685dda Fix Some missions not progressing if they are the last item in the inventory (#899) 2022-12-19 00:07:43 -08:00
David Markowitz
84c5d74450 Add Delete Inventory Slash Command (#865)
* moving branch

* Add deleteinven slash command

* Change name of BRICKS_IN_BBB

* Use string_view instead of strcmp

* Remove GameConfig

* Revert "Remove GameConfig"

This reverts commit cef5cdeea2.
2022-12-18 09:46:04 -06:00
David Markowitz
b972acbacc Fix stream reads (#894)
No changes expected
2022-12-18 06:49:13 -08:00
Gie "Max" Vanommeslaeghe
f41dfaebdf Merge pull request #887 from EmosewaMC/ServerShutdown
Improve server shutdown process
2022-12-18 15:41:58 +01:00
Gie "Max" Vanommeslaeghe
12ab094082 Merge pull request #892 from DarkflameUniverse/windows-debug-fixes
Resolve some string related issues for Windows Debug
2022-12-18 15:25:17 +01:00
David Markowitz
e1bcde628f Implement lower cap datagram size (#890) 2022-12-17 20:54:41 -08:00
Jett
1da2db9db6 Resolve some string related issues for Windows Debug 2022-12-17 16:03:18 +00:00
David Markowitz
5d0de99390 Merge remote-tracking branch 'upstream/main' into ServerShutdown 2022-12-16 19:09:01 -08:00
David Markowitz
2b56dfbc89 Merge remote-tracking branch 'upstream/main' into MoreImprovements 2022-12-16 19:08:51 -08:00
631365b7f7 Add change idle flags behavior and GM (#871)
* update naming for animation flag enum value 0

* Add change idle flags behaviors and GM

* default to 0 when none is given
2022-12-16 15:24:13 -06:00
32f8bda538 Allow the player to be interrupted (#881) 2022-12-16 15:23:38 -06:00
David Markowitz
cd78a3dec7 Fix cannon super charge speed (#883)
* Fix cannon

* Update SGCannon.cpp
2022-12-16 15:23:09 -06:00
David Markowitz
a2ca273370 Cleanup behavior bitstream reads (#888)
* Add failArmor server side

Address out of bounds reading in behavior

Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.

Tested that attacking a wall anywhere with a projectile now does not crash the game.  Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.

Add back logs and add fail handle

Remove comment block

Revert "Add back logs and add fail handle"

This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.

Split out checks

* Cleanup Behavior streams
2022-12-16 15:23:02 -06:00
David Markowitz
04ccd7ebe4 Merge remote-tracking branch 'upstream/main' into ServerShutdown 2022-12-16 04:07:08 -08:00
David Markowitz
b33a3df012 Scale timers 2022-12-16 04:02:54 -08:00
David Markowitz
0d460c0eb3 Update WorldServer timings 2022-12-16 03:46:38 -08:00
David Markowitz
3f1b4339f5 Improve chat and Auth
Also change most uses of int to specified lengths.
2022-12-16 02:24:02 -08:00
David Markowitz
e78dc0b874 Merge branch 'MoreImprovements' of https://github.com/EmosewaMC/DarkflameServer into MoreImprovements 2022-12-16 01:28:52 -08:00
David Markowitz
b1d4153f00 Merge remote-tracking branch 'upstream/main' into MoreImprovements 2022-12-16 01:28:34 -08:00
Daniel Seiler
1ed3af63b9 Log some recvfrom errors on linux (#885) 2022-12-15 22:32:36 -08:00
David Markowitz
213c3c37b0 Fix crash in BasicAttackBehavior (#862)
* Add failArmor server side

Address out of bounds reading in behavior

Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.

Tested that attacking a wall anywhere with a projectile now does not crash the game.  Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.

Add back logs and add fail handle

Remove comment block

Revert "Add back logs and add fail handle"

This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.

Split out checks

* Remove case 2

* Update SkillComponent.cpp
2022-12-15 22:10:58 -08:00
EmosewaMC
3c581fffbb Remove magic numbers
Replace magic numbers with constexpr calculated times.

Tested that trying to create a new instance while shutting down doesn't allow a new instance to be created.
2022-12-15 20:39:29 -08:00
EmosewaMC
4775dbf27f Condense frame rates 2022-12-15 19:55:07 -08:00
EmosewaMC
e1cc25759e Merge remote-tracking branch 'upstream/main' into ServerShutdown 2022-12-15 18:43:28 -08:00
David Markowitz
b7341c8106 Resolve warnings, change config init order and remove unused Game variables for all servers (#877)
* Resolve warnings and change init order

Initialize dConfig first, before logger so we know whether or not to log to console
Initialize namespace Game variables to nullptr so they are a known value if accessed before initialization.
Removed unused Game variables
Replaced config with a pointer instead of referencing something on the stack.
Assign return values to system calls to silence warnings.

Tested that the server still compiles, runs and allows me to load into the game.

* Only start Master of config files exist

Also default the logging to console to on on the off chance the files exist but are wrong / corrupted.
2022-12-15 08:13:49 -06:00
EmosewaMC
1afe717563 Properly exit
Properly exit based on the path taken to shutdown master.

Tested that shutting down through sigint or sigterm returns -1
Tested that a segfault exits the program properly
Need to test that players who are trying to connect while master is shutting down are not able to spawn more child worlds.
2022-12-15 05:46:03 -08:00
EmosewaMC
435761f64b Improve shutdown 2022-12-15 04:14:00 -08:00
EmosewaMC
9659000569 Merge branch 'master-logs' into ServerShutdown 2022-12-15 03:11:10 -08:00
David Markowitz
5292f36417 Packages updates (#864)
Update packages to not open if you dont have enough room.  Update packages to no longer allow them selves to be open unless you meet the pre-reqs.
2022-12-11 00:27:01 -08:00
David Markowitz
da910309a0 Remove unneeded commands (#880)
* Remove unneeded commands

* Thank you aron
2022-12-08 15:32:47 -06:00
Gie "Max" Vanommeslaeghe
430c6da4a7 Merge pull request #879 from EmosewaMC/main
Fdb NULL fixes
2022-12-08 13:51:55 +01:00
EmosewaMC
d5613b8034 hot fix 2022-12-08 04:44:56 -08:00
8886bf6547 Address Force movement behaviors triggering twice (#878) 2022-12-07 23:13:25 -08:00
EmosewaMC
a14e16237b Only start Master of config files exist
Also default the logging to console to on on the off chance the files exist but are wrong / corrupted.
2022-12-06 19:30:43 -08:00
Demetri Van Sickle
fde62a4777 Fixed typo (#875) 2022-12-06 08:36:42 -06:00
EmosewaMC
46f085eb4b Resolve warnings and change init order
Initialize dConfig first, before logger so we know whether or not to log to console
Initialize namespace Game variables to nullptr so they are a known value if accessed before initialization.
Removed unused Game variables
Replaced config with a pointer instead of referencing something on the stack.
Assign return values to system calls to silence warnings.

Tested that the server still compiles, runs and allows me to load into the game.
2022-12-06 04:39:09 -08:00
David Markowitz
18a0ae599b Add bandwidth limit of 10kb/s(#863) 2022-12-05 16:08:47 -08:00
David Markowitz
0a616f891f Change File Finder (#873) 2022-12-05 09:04:59 -06:00
David Markowitz
2ba3103a0c Implement FDB to SQLite (#872) 2022-12-05 00:57:58 -08:00
David Markowitz
e8ba3357e8 Add support to reload the config (#868) 2022-12-04 16:25:58 -06:00
David Markowitz
de3e53de6c Fix Model Vault (#870)
Allow pets, rockets and racecars to be stored in vault
2022-12-04 16:25:25 -06:00
Wincent Holm
ab5adea24c Move CDServer migration history table (#867) 2022-12-03 13:17:13 +01:00
David Markowitz
e1af528d9b Add SlashCommand for spawngroup (#858) 2022-12-02 03:47:27 -08:00
d8945e9067 Add migration to make play_key_id nullable (#857)
since there is an option not to use play_keys
2022-12-02 03:46:54 -08:00
2b9c014b86 Quiet activity manager timer logs (#861) 2022-12-02 00:44:20 -08:00
David Markowitz
63460ea00d Fix bricks not creating new stacks (#860)
Unintentionally, bricks were not creating new stacks if you tried to get another stack.  This prevents some missions from being completed.  This issue is now fixed
2022-11-30 01:04:46 -08:00
David Markowitz
09dfb6df3a Address news feed showing up on every world transfer (#855)
Addresses the news feed showing up on every world transfer
2022-11-27 22:19:15 -08:00
David Markowitz
56da3f8543 Remove Locale (#808)
* Remove Locale (finally)
2022-11-27 16:56:55 -08:00
David Markowitz
3222e78815 Implement undo action for pre-built models (#830)
Brick building as of right now does not implement the undo action properly.  This commit addresses the issue with undoing button being non-functional server side and implements the GM needed for addressing further issues.

Implement GameMessage UnUseModel which is called when a model in BrickBuilding is UnUsed.  Important for UGC content down the line.  Final code has been tested as follows:
1. Placed a model in brick build
2. saved placed a brick
3. repeat 2 and 3 twice more for 6 total models
4. Place a new model in brick mode and then edit all 7 models into one brick model instance
5. Pressing undo returns the converted model to the inventory and properly discards the other 6 without crashing.  Intended live behavior is to store this in the inventory instead however behind the scenes work is needed to implement UGC models properly.

Implement enum

Implement the BlueprintSaveResponseType enum so there are less magic numbers sent via packets.
Correct int sizes from unsigned int to uint32_t

Add deserialize test

Add a test for de-serializing a GM that is sent to the client.  Assertions verify the data is in the correct order and has no extra information.
2022-11-27 16:48:46 -08:00
David Markowitz
3939f19b08 Add Remove Buff Behavior and patch infinite use Imagination Backpack(#845)
Testing does not reveal any issues with existing buff removals sending this GM as well and may fix more bugs that were unknown, or cause more.
2022-11-27 16:40:14 -08:00
David Markowitz
1556f580d6 Improve Diagnostics logging (#841)
Improve diagnostics to write the file name and signal to the log file should there be a crash.
2022-11-27 13:47:14 -08:00
David Markowitz
d382eb3bc2 Fix Boogie Down (#854)
- Give entities that have a script component ID of zero a script component still
- Progress scripted entity missions within the for loop as we do for script calls

Tested that Boogie Down is (finally) completable.
Tested that Mission 737 is still completable
Checked that missions progressed inside OnEmoteReceived scripts to not double trigger progression
2022-11-27 04:03:30 -08:00
Jonathan Romano
f8f5b731f1 Allow servers to be run from directories other than build. Read/write files relative to binary instead of cwd (#834)
Allows the server to be run from a non-build directory.  Also only read or write files relative to the build directory, regardless of where the server is run from
2022-11-27 03:59:59 -08:00
David Markowitz
e40a597f18 Property Behavior deserialize definitions (#812)
* Implement basic functionality

Implements the basic functionality and parsing of property behaviors.

Unhandled messages and logged and discarded for the time being.  The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.
2022-11-27 01:24:35 -08:00
Jonathan Romano
af28d170fb Fix chat whitelist path in UserManager error log (#853) 2022-11-27 01:06:17 -08:00
David Markowitz
e2616c5f11 Move enums to a single directory
A technical change to move all emum files to a single directory
2022-11-26 14:22:00 -08:00
36eecd693d Brick stack sizes are now unlimited
Make brick stacks unlimited as they were in live.  If you have more than uint32_max bricks, the extra bricks are trashed.
2022-11-26 02:30:53 -08:00
Jonathan Romano
4569f62100 Fix three-part names coming across as INVALID with custom client path 2022-11-26 02:29:53 -08:00
Jonathan Romano
afb97a81b5 Address Mac CI using specific versions of OpenSSL
Corrected CI to use the version brew links in opt rather than the specific version in Cellar
2022-11-25 17:28:20 -08:00
Nico Mexis
b17ba56af1 Update workflow actions (#844) 2022-11-23 12:50:45 -06:00
Demetri Van Sickle
9d62a8cd0b Add backwards compatibility with servers using previous setup method
* MasterServer will nolonger require cdclient.fdb

* Added support for packed/unpacked clients not requiring .fdb file if .sqlite exsits
2022-11-21 14:19:37 -08:00
David Markowitz
416021c208 Remove need for Avant Gardens Survival Client Fix
This addresses the Avant Gardens Survival bug
Does not conflict with clients that have the fix.
2022-11-21 14:18:01 -08:00
3fa6ea4cea Fix ninjago crashes (#837)
Fixed reading speed from rail paths
Made the config of rail paths be read in sanely due to not having a type
Fixes #835
2022-11-14 13:57:49 -06:00
37524af549 fix trigger loading (#838)
Fixes #836
2022-11-14 12:55:40 -06:00
Jonathan Romano
53b559bef3 Make build script fail if any command fails (#832) 2022-11-14 08:08:49 -06:00
848c066924 Not every scene has triggers, that is normal (#831)
Quell the onslaught of meaningless logs
2022-11-12 08:44:37 -06:00
7429902a64 Prevent adding movingplatform components to all entites with an attached_path (#829)
* Stop adding movingpla comps where they aren't needed

* move stuff around to make it more congruent

* invert if else block logic patter
Since setting up the comp will be longer han just adding the path
will make the readability flow better

* address feedback
2022-11-12 08:44:27 -06:00
22e5d02400 Use Property path name and desc when claiming (#827) 2022-11-12 08:44:13 -06:00
cf7fa8e52d cleanup and define all unknowns in zone reading (#826)
* cleanup and define all unknowns in zone reading
fix for movement path config reading

* simplify reading and don't use intermediates

* fix spelling

* remove dup variable in struct
read to the proper name that relates to the enum
2022-11-12 08:44:03 -06:00
1eff3ae454 Add checks to AssetBuffers before they are used (#820)
* add checks to buffers before they are used
to avoid crashing

* address feedback
2022-11-10 12:59:31 -06:00
Jack Kawell
7c2437173b Fixed docker installation (#823) 2022-11-07 17:04:20 -06:00
Jonathan Romano
2570c74b71 Remove hardcoded port number in AuthPackets
Removes the hard coded port numbers in AuthPackets
2022-11-07 01:27:48 -08:00
Jonathan Romano
2f48981801 Address socket issues with MariaDB
Use a new method of determining how to send the connection information to the database
2022-11-07 01:26:15 -08:00
David Markowitz
1464762bcd Implement GTest and change windows output path
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent
2022-11-07 00:12:35 -08:00
9c58ea5c41 add 1261 to the disable landing animation switch case (#819) 2022-11-05 19:09:39 -05:00
David Markowitz
1d5c71eb9b Fix Pet Taming causing seg fault (#818)
* Fix Pet Taming

* Fix Pet Taming

* fix pet taming path loading
just make it go to build file since the asset managet handles intermediate steps
there is never res in the path in the live db, so no need to check

* special case BrickModels to uppercase if unpacked
remove redundent variable

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2022-11-05 19:09:26 -05:00
162f84e285 simplify path fixing for packed vs unpacked (#816)
fix slashes for hasfile for unpacked client checking
2022-11-04 19:45:04 -05:00
David Markowitz
8880486c8b Fix chat message reads (#817)
* Fix chat message reads

* Fix teams
2022-11-04 12:28:19 -07:00
David Markowitz
8d37d9b681 Organize dScripts (#814)
* Organize dScripts

whitespace

Remove parent scope

Remove parent scope from initial setter

Remove debug

Remove helper programs

* Fix NtImagimeterVisibility script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-11-03 12:57:54 -05:00
Jett
b974eed8f5 Make changes to certain database functions and a debug assert (#804)
- Replace all interaction of std::string and sqlString.
- Add a return before a debug assertion can be triggered by lvl chunks being loaded on server start.
2022-11-02 22:53:45 -05:00
David Markowitz
8edade5f98 Fix client paths (#811) 2022-11-02 20:30:35 -07:00
353c328485 compile fixes and default client_location (#809)
* support for gcc9 on ubuntu 18.04
This is needed to make filesystem work

* fix default for client location
2022-11-02 22:05:52 -05:00
Jett
4a6f3e44ee Add support for packed clients (#802)
* First iteration of pack reader and interface

* Fix memory leak and remove logs

* Complete packed asset interface and begin on file loading replacement

* Implement proper BinaryIO error

* Improve AssetMemoryBuffer for reading and implement more reading

* Repair more file loading code and improve how navmeshes are loaded

* Missing checks implementation

* Revert addition of Manifest class and migration changes

* Resolved all feedback.
2022-11-01 13:21:26 -05:00
David Markowitz
971e0fb3b6 Modularize gargantuan objects (#797) 2022-10-31 17:32:17 -05:00
David Markowitz
62213cd701 Implement basic functionality (#794)
Implements the basic functionality and parsing of property behaviors.

Unhandled messages and logged and discarded for the time being.  The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.

Tested that the User Interface properly shows up with zero behaviors on it.  No other functionality is changed.
2022-10-31 17:32:07 -05:00
David Markowitz
d4af7d76a2 Add property behaviors migration (#790)
* Add behaviors migration

Add migration for behaviors.  Tested that the tables get altered correctly, names are set correctly.

Tested that I can place models, both regular and Brick-by-Brick ones and that they get deleted properly.  Tested that picking up models and re-placing them down properly updates them in the tables.

* Only update when empty
2022-10-31 17:31:49 -05:00
David Markowitz
89fb66c4a9 Change AMFArray getters to use Templates and fix CI halting when one matrix fails (#796)
* Change AMFArray getters to use Templates

Move Template definition to header

* Add more tests

Add tests for casting to wrong template type
Add tests for going out of bounds in the array.

* Try continue-on-error

* Update build-and-test.yml

* Try continue-on-error

Update build-and-test.yml

* change version

* Update CMakeMariaDBLists.txt

Update CMakeMariaDBLists.txt
2022-10-30 13:06:05 -07:00
David Markowitz
906887bda9 Add automatic cdclient migration runner support and setup (#789)
* Add automatic migrations for CDServer

Add support to automatically migrate and update CDServers with new migrations.  Also adds support to simplify the setup process by simply putting the fdb in the res folder and letting the server convert it to sqlite.

This reduces the amount of back and forth when setting up a server.

* Remove transaction language

* Add DML execution
`poggers`
Add a way to execute DML commands through the sqlite connection on the server.

* Make DML Commands more robust

On the off chance the server is shutdown before the whole migration is run, lets just not add it to our "finished list" until the whole file is done.

* Update README
2022-10-30 00:38:43 -07:00
Jett
a745cdb727 Implement a shared config between servers (#795)
* Implement a shared config between servers

* Auto move config file on CMake run
2022-10-29 16:17:35 -07:00
David Markowitz
d8e73def9d Update GameMessages.cpp (#793) 2022-10-29 10:12:29 +02:00
Demetri Van Sickle
2bdbf129cf removed migration runner from build script (#788) 2022-10-25 15:32:46 -05:00
David Markowitz
c13937bd1f Address Brick-By-Brick builds not properly saving and make migrations automatic (#725)
* 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.
2022-10-24 17:20:36 -05:00
8d44f2f5da Add missing property path checks for new zones (#783)
Co-authored-by: Jett <55758076+Jettford@users.noreply.github.com>
2022-10-24 00:54:21 -05:00
366c3db7fe fix reading respawn for older maps (#784) 2022-10-23 21:54:59 -05:00
David Markowitz
f02e9c0f6a Address being able to friend yourself (#779)
* Address being able to friend yourself

Fix an issue where players could friend themselves.  Also stops yourself as appearing as a friend on your own friends list.

* Send a Response instead

Send a MYTHRAN response since the player is attempting to friend a Mythran.
2022-10-21 19:35:12 -05:00
409d682c9d fix loading scenes in some older formats (#782)
This fix is based on lcdr's luzviewer
2022-10-21 19:34:38 -05:00
David Markowitz
63af2c8da7 Add ZLIB for Windows (#768)
Added ZLIB for Windows.  Packets for character creation are now compressed on windows before sending and ZCompression can now be used on Windows.
2022-09-05 20:28:47 -07:00
Jett
ce2e6f595b Resolve incorrectly marked consumables being unusable (#770)
A change was made in the mounts pull request that broke consumables without correctly marked types such as the picnic basket
2022-09-05 17:28:32 -05:00
c552f46780 ignore empty.lua and empty scripts (#769)
* ignore empty.lua and empty scripts
and return early if it's an ignored script

* return it else if logic
2022-09-04 21:43:16 -05:00
14d4bf3cc5 Script for aborting a wbl zone transfer (#766) 2022-09-02 13:49:38 -05:00
26f2eb409f Mounts v2 (#726)
* Mounts -v2

* fix stun state and make comments a bit nicer

* remove extra serilization

* update the char position a bit more correctly

* make vehicles face thr player's direction

* address feedback

* fix compiling for real this time

* removed uneeded check
2022-09-02 13:49:19 -05:00
1af3e59348 Scripts for the AG sentinel camp QB wall (#761)
* Scripts for the AG sentinel camp QB wall

* use lookat

* Address feedback

* Fix stromling spawner

* fix aggro and remove logs

Co-authored-by: Jett <55758076+Jettford@users.noreply.github.com>
2022-09-01 21:44:26 -05:00
David Markowitz
e3077aa410 Fix Windows not working due to libbcrypt not working on Ninja (#765) 2022-09-01 19:24:00 -07:00
1052 changed files with 14419 additions and 7612 deletions

View File

@@ -1,37 +0,0 @@
---
BraceWrapping:
AfterCaseLabel: false
AfterClass: false
AfterControlStatement: false
AfterEnum: false
AfterFunction: false
AfterNamespace: false
AfterObjCDeclaration: false
AfterStruct: false
AfterUnion: false
AfterExternBlock: false
BeforeCatch: false
BeforeElse: false
IndentBraces: false
SplitEmptyFunction: false
SplitEmptyRecord: false
SplitEmptyNamespace: false
BeforeLambdaBody: false
BeforeWhile: false
BreakBeforeBraces: Attach
ColumnLimit: 0
IndentWidth: 4
IndentCaseLabels: true
IncludeBlocks: Regroup
IncludeCategories:
- Regex: '<[[:alnum:].]+\.h>'
Priority: 1
- Regex: '<[[:alnum:].]+>'
Priority: 2
- Regex: '.*/.*'
Priority: 3
- Regex: '.*'
Priority: 4
DerivePointerAlignment: false
PointerAlignment: Left
...

View File

@@ -1,17 +0,0 @@
Checks: '-*,readability-*,performance-*,modernize-*,-modernize-use-trailing-return-type,bugprone-*'
WarningsAsErrors: true
HeaderFilterRegex: ''
FormatStyle: none
CheckOptions:
- key: readability-identifier-naming.ClassCase
value: CamelCase
- key: readability-identifier-naming.ClassMethodCase
value: CamelCase
- key: readability-identifier-naming.ClassMemberPrefix
value: m_
- key: readability-identifier-naming.ClassMemberCase
value: CamelCase
- key: readability-identifier-naming.ClassConstantCase
value: UPPER_CASE
- key: readability-identifier-naming.FunctionCase
value: CamelCase

View File

@@ -6,3 +6,6 @@
# convert to unix line endings
72477e01e2711e0f61cdb192ee266e5e21b8846f
# enum cleanup
faf42d2f8cf432df2993b031f079b0b8c6d7dbe7

View File

@@ -10,12 +10,13 @@ jobs:
build-and-test:
name: Build & Test (${{ matrix.os }})
runs-on: ${{ matrix.os }}
continue-on-error: true
strategy:
matrix:
os: [ windows-2022, ubuntu-20.04, macos-11 ]
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3
with:
submodules: true
- name: Add msbuild to PATH (Windows only)
@@ -34,7 +35,7 @@ jobs:
buildPreset: "ci-${{matrix.os}}"
testPreset: "ci-${{matrix.os}}"
- name: artifacts
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v3
if: ${{ github.ref == 'ref/head/main' }}
with:
name: build-${{matrix.os}}

2
.gitignore vendored
View File

@@ -121,4 +121,4 @@ docker/__pycache__
docker-compose.override.yml
!/tests/TestBitStreams/*.bin
!*Test.bin

6
.gitmodules vendored
View File

@@ -14,12 +14,6 @@
path = thirdparty/mariadb-connector-cpp
url = https://github.com/mariadb-corporation/mariadb-connector-cpp.git
ignore = dirty
[submodule "thirdparty/docker-utils"]
path = thirdparty/docker-utils
url = https://github.com/lcdr/utils.git
[submodule "thirdparty/LUnpack"]
path = thirdparty/LUnpack
url = https://github.com/Xiphoseer/LUnpack.git
[submodule "thirdparty/AccountManager"]
path = thirdparty/AccountManager
url = https://github.com/DarkflameUniverse/AccountManager

View File

@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.14)
cmake_minimum_required(VERSION 3.18)
project(Darkflame)
include(CTest)
@@ -58,7 +58,7 @@ if(UNIX)
if(APPLE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -fPIC")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC -lstdc++fs")
endif()
if (__dynamic AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -rdynamic")
@@ -76,21 +76,27 @@ endif()
# Our output dir
set(CMAKE_BINARY_DIR ${PROJECT_BINARY_DIR})
# TODO make this not have to override the build type directories
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
# Create a /res directory
make_directory(${CMAKE_BINARY_DIR}/res)
# Create a /locale directory
make_directory(${CMAKE_BINARY_DIR}/locale)
# Create a /resServer directory
make_directory(${CMAKE_BINARY_DIR}/resServer)
# Create a /logs directory
make_directory(${CMAKE_BINARY_DIR}/logs)
# Copy resource files on first build
set(RESOURCE_FILES "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf")
set(RESOURCE_FILES "sharedconfig.ini" "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf")
foreach(resource_file ${RESOURCE_FILES})
if (NOT EXISTS ${PROJECT_BINARY_DIR}/${resource_file})
configure_file(
@@ -101,6 +107,17 @@ foreach(resource_file ${RESOURCE_FILES})
endif()
endforeach()
# Copy navmesh data on first build and extract it
if (NOT EXISTS ${PROJECT_BINARY_DIR}/navmeshes/)
configure_file(
${CMAKE_SOURCE_DIR}/resources/navmeshes.zip ${PROJECT_BINARY_DIR}/navmeshes.zip
COPYONLY
)
file(ARCHIVE_EXTRACT INPUT ${PROJECT_BINARY_DIR}/navmeshes.zip)
file(REMOVE ${PROJECT_BINARY_DIR}/navmeshes.zip)
endif()
# Copy vanity files on first build
set(VANITY_FILES "CREDITS.md" "INFO.md" "TESTAMENT.md" "NPC.xml")
foreach(file ${VANITY_FILES})
@@ -108,13 +125,25 @@ foreach(file ${VANITY_FILES})
endforeach()
# Move our migrations for MasterServer to run
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/)
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/dlu/)
file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/dlu/*.sql)
foreach(file ${SQL_FILES})
get_filename_component(file ${file} NAME)
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/${file})
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/dlu/${file})
configure_file(
${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/${file}
${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/dlu/${file}
COPYONLY
)
endif()
endforeach()
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/cdserver/)
file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/cdserver/*.sql)
foreach(file ${SQL_FILES})
get_filename_component(file ${file} NAME)
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/cdserver/${file})
configure_file(
${CMAKE_SOURCE_DIR}/migrations/cdserver/${file} ${PROJECT_BINARY_DIR}/migrations/cdserver/${file}
COPYONLY
)
endif()
@@ -123,6 +152,8 @@ endforeach()
# Create our list of include directories
set(INCLUDED_DIRECTORIES
"dCommon"
"dCommon/dClient"
"dCommon/dEnums"
"dChatFilter"
"dGame"
"dGame/dBehaviors"
@@ -131,6 +162,8 @@ set(INCLUDED_DIRECTORIES
"dGame/dInventory"
"dGame/dMission"
"dGame/dEntity"
"dGame/dPropertyBehaviors"
"dGame/dPropertyBehaviors/ControlBehaviorMessages"
"dGame/dUtilities"
"dPhysics"
"dNavigation"
@@ -140,12 +173,86 @@ set(INCLUDED_DIRECTORIES
"dDatabase/Tables"
"dNet"
"dScripts"
"dScripts/02_server"
"dScripts/ai"
"dScripts/client"
"dScripts/EquipmentScripts"
"dScripts/EquipmentTriggers"
"dScripts/zone"
"dScripts/02_server/DLU"
"dScripts/02_server/Enemy"
"dScripts/02_server/Equipment"
"dScripts/02_server/Map"
"dScripts/02_server/Minigame"
"dScripts/02_server/Objects"
"dScripts/02_server/Pets"
"dScripts/02_server/Enemy/AG"
"dScripts/02_server/Enemy/AM"
"dScripts/02_server/Enemy/FV"
"dScripts/02_server/Enemy/General"
"dScripts/02_server/Enemy/Survival"
"dScripts/02_server/Enemy/VE"
"dScripts/02_server/Enemy/Waves"
"dScripts/02_server/Map/AG"
"dScripts/02_server/Map/AG_Spider_Queen"
"dScripts/02_server/Map/AM"
"dScripts/02_server/Map/FV"
"dScripts/02_server/Map/General"
"dScripts/02_server/Map/GF"
"dScripts/02_server/Map/njhub"
"dScripts/02_server/Map/NS"
"dScripts/02_server/Map/NT"
"dScripts/02_server/Map/PR"
"dScripts/02_server/Map/Property"
"dScripts/02_server/Map/SS"
"dScripts/02_server/Map/VE"
"dScripts/02_server/Map/FV/Racing"
"dScripts/02_server/Map/General/Ninjago"
"dScripts/02_server/Map/njhub/boss_instance"
"dScripts/02_server/Map/NS/Waves"
"dScripts/02_server/Map/Property/AG_Med"
"dScripts/02_server/Map/Property/AG_Small"
"dScripts/02_server/Map/Property/NS_Med"
"dScripts/02_server/Minigame/General"
"dScripts/ai/ACT"
"dScripts/ai/AG"
"dScripts/ai/FV"
"dScripts/ai/GENERAL"
"dScripts/ai/GF"
"dScripts/ai/MINIGAME"
"dScripts/ai/NP"
"dScripts/ai/NS"
"dScripts/ai/PETS"
"dScripts/ai/PROPERTY"
"dScripts/ai/RACING"
"dScripts/ai/SPEC"
"dScripts/ai/WILD"
"dScripts/ai/ACT/FootRace"
"dScripts/ai/MINIGAME/SG_GF"
"dScripts/ai/MINIGAME/SG_GF/SERVER"
"dScripts/ai/NS/NS_PP_01"
"dScripts/ai/NS/WH"
"dScripts/ai/PROPERTY/AG"
"dScripts/ai/RACING/OBJECTS"
"dScripts/client/ai"
"dScripts/client/ai/PR"
"dScripts/zone/AG"
"dScripts/zone/LUPs"
"dScripts/zone/PROPERTY"
"dScripts/zone/PROPERTY/FV"
"dScripts/zone/PROPERTY/GF"
"dScripts/zone/PROPERTY/NS"
"thirdparty/raknet/Source"
"thirdparty/tinyxml2"
"thirdparty/recastnavigation"
"thirdparty/SQLite"
"thirdparty/cpplinq"
"tests"
"tests/dCommonTests"
"tests/dGameTests"
"tests/dGameTests/dComponentsTests"
)
# Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux)
@@ -160,7 +267,6 @@ elseif (UNIX)
set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include/bcrypt")
endif()
include_directories(${ZLIB_INCLUDE_DIRS})
# Add binary directory as an include directory
include_directories(${PROJECT_BINARY_DIR})
@@ -228,8 +334,6 @@ if (UNIX)
endif()
endif()
add_subdirectory(tests)
# Include all of our binary directories
add_subdirectory(dWorldServer)
add_subdirectory(dAuthServer)
@@ -262,3 +366,7 @@ target_precompile_headers(
tinyxml2 PRIVATE
"$<$<COMPILE_LANGUAGE:CXX>:${PROJECT_SOURCE_DIR}/thirdparty/tinyxml2/tinyxml2.h>"
)
if (${__enable_testing__} MATCHES "1")
add_subdirectory(tests)
endif()

View File

@@ -1,126 +1,128 @@
{
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 14,
"patch": 0
},
"configurePresets": [
{
"name": "default",
"displayName": "Default configure step",
"description": "Use 'build' dir and Unix makefiles",
"binaryDir": "${sourceDir}/build",
"generator": "Unix Makefiles"
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 14,
"patch": 0
},
{
"name": "ci-ubuntu-20.04",
"displayName": "CI configure step for Ubuntu",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default"
},
{
"name": "ci-macos-11",
"displayName": "CI configure step for MacOS",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default",
"cacheVariables": {
"OPENSSL_ROOT_DIR": "/usr/local/Cellar/openssl@3/3.0.5/"
}
},
{
"name": "ci-windows-2022",
"displayName": "CI configure step for Windows",
"description": "Set architecture to 64-bit (b/c RakNet)",
"inherits": "default",
"generator": "Visual Studio 17 2022",
"architecture": {
"value": "x64"
"configurePresets": [
{
"name": "default",
"displayName": "Default configure step",
"description": "Use 'build' dir and Unix makefiles",
"binaryDir": "${sourceDir}/build",
"generator": "Unix Makefiles"
},
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
{
"name": "ci-ubuntu-20.04",
"displayName": "CI configure step for Ubuntu",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default"
},
{
"name": "ci-macos-11",
"displayName": "CI configure step for MacOS",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default"
},
{
"name": "ci-windows-2022",
"displayName": "CI configure step for Windows",
"description": "Set architecture to 64-bit (b/c RakNet)",
"inherits": "default",
"generator": "Visual Studio 17 2022",
"architecture": {
"value": "x64"
},
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
},
{
"name": "windows-default",
"inherits": "ci-windows-2022",
"displayName": "Windows only Configure Settings",
"description": "Sets build and install directories",
"generator": "Ninja",
"architecture": {
"value": "x64",
"strategy": "external"
}
}
},
{
"name": "windows-default",
"inherits": "ci-windows-2022",
"displayName": "Windows only Configure Settings",
"description": "Sets build and install directories",
"generator": "Ninja",
"architecture": {
"value": "x64",
"strategy": "external"
}
}
],
"buildPresets": [
{
"name": "default",
"configurePreset": "default",
"displayName": "Default Build",
"description": "Default Build",
"jobs": 2
},
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "Windows CI Build",
"description": "This preset is used by the CI build on windows",
"configuration": "RelWithDebInfo",
"jobs": 2
},
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "Linux CI Build",
"description": "This preset is used by the CI build on linux",
"jobs": 2
},
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "MacOS CI Build",
"description": "This preset is used by the CI build on MacOS",
"jobs": 2
}
],
"testPresets": [
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "CI Tests on Linux",
"description": "Runs all tests on a linux configuration",
"execution": {
],
"buildPresets": [
{
"name": "default",
"configurePreset": "default",
"displayName": "Default Build",
"description": "Default Build",
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "CI Tests on MacOS",
"description": "Runs all tests on a Mac configuration",
"execution": {
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "Windows CI Build",
"description": "This preset is used by the CI build on windows",
"configuration": "RelWithDebInfo",
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "CI Tests on windows",
"description": "Runs all tests on a windows configuration",
"configuration": "RelWithDebInfo",
"execution": {
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "Linux CI Build",
"description": "This preset is used by the CI build on linux",
"jobs": 2
},
"output": {
"outputOnFailure": true
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "MacOS CI Build",
"description": "This preset is used by the CI build on MacOS",
"jobs": 2
}
}
]
}
],
"testPresets": [
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "CI Tests on Linux",
"description": "Runs all tests on a linux configuration",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "CI Tests on MacOS",
"description": "Runs all tests on a Mac configuration",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "CI Tests on windows",
"description": "Runs all tests on a windows configuration",
"configuration": "RelWithDebInfo",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
},
"filter": {
"exclude": {
"name": "((example)|(minigzip))+"
}
}
}
]
}

View File

@@ -8,13 +8,17 @@ LICENSE=AGPL-3.0
# 171022 - Unmodded client
NET_VERSION=171022
# Debugging
__dynamic=1
# Set __dynamic to 1 to enable the -rdynamic flag for the linker, yielding some symbols in crashlogs.
# __ggdb=1
__dynamic=1
# Set __ggdb to 1 to enable the -ggdb flag for the linker, including more debug info.
# __include_backtrace__=1
# __ggdb=1
# Set __include_backtrace__ to 1 to includes the backtrace library for better crashlogs.
# __include_backtrace__=1
# Set __compile_backtrace__ to 1 to compile the backtrace library instead of using system libraries.
# __compile_backtrace__=1
# Set __compile_backtrace__ to 1 to compile the backtrace library instead of using system libraries.
__maria_db_connector_compile_jobs__=1
# Set to the number of jobs (make -j equivalent) to compile the mariadbconn files with.
__maria_db_connector_compile_jobs__=1
# When set to 1 and uncommented, compiling and linking testing folders and libraries will be done.
__enable_testing__=1
# The path to OpenSSL. Change this if your OpenSSL install path is different than the default.
OPENSSL_ROOT_DIR=/usr/local/opt/openssl@3/

View File

@@ -4,7 +4,7 @@
- [Docker](https://docs.docker.com/get-docker/) (Docker Desktop or on Linux normal Docker)
- [Docker Compose](https://docs.docker.com/compose/install/) (Included in Docker Desktop)
- LEGO® Universe packed Client. Check the main [README](./README.md) for details on this.
- LEGO® Universe Client. Check the main [README](./README.md) for details on this.
## Run server inside Docker

View File

@@ -25,7 +25,7 @@
11. Once the command has completed (you can see you path again and can enter commands), close the window.
12. Inside the downloaded folder, copy `.env.example` and name the copy `.env`
13. Open `.env` with Notepad by right-clicking it and selecting _Open With_ -> _More apps_ -> _Notepad_.
14. Change the text after `CLIENT_PATH=` to the location of your client. The folder you are pointing to must contain a folder called `client` which should contain the client files.
14. Change the text after `CLIENT_PATH=` to the location of your client. This folder must contain either a folder `client` or `legouniverse.exe`.
> If you need the extra performance, place the client files in `\\wsl$\<your linux OS>\...` to avoid working across file systems, see [Docker Best Practices](https://docs.docker.com/desktop/windows/wsl/#best-practices) and [WSL documentation](https://docs.microsoft.com/en-us/windows/wsl/filesystems#file-storage-and-performance-across-file-systems).
15. Optionally, you can change the number after `BUILD_THREADS=` to the number of cores / threads your processor has. If your computer crashes while building, you can try to reduce this value.

611
README.md
View File

@@ -18,204 +18,192 @@ Darkflame Universe is licensed under AGPLv3, please read [LICENSE](LICENSE). Som
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.
We do not recommend hosting public servers. Darkflame Universe 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.
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 [here](#verifying-your-client-files) to see 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.
## Steps to setup server
* [Clone this repository](#clone-the-repository)
* [Install dependencies](#install-dependencies)
* [Database setup](#database-setup)
* [Build the server](#build-the-server)
* [Configuring your server](#configuring-your-server)
* [Required Configuration](#required-configuration)
* [Optional Configuration](#optional-configuration)
* [Verify your setup](#verify-your-setup)
* [Running the server](#running-the-server)
* [User Guide](#user-guide)
### Prerequisites
#### Clone the repository
## Clone the repository
If you are on Windows, you will need to download and install git from [here](https://git-scm.com/download/win)
Then run the following command
```bash
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.
## Install dependencies
### Windows packages
Ensure that you have either the [MSVC C++ compiler](https://visualstudio.microsoft.com/vs/features/cplusplus/) (recommended) or the [Clang compiler](https://github.com/llvm/llvm-project/releases/) installed.
You'll also need to download and install [CMake](https://cmake.org/download/) (version <font size="4">**CMake version 3.18**</font> or later!).
### 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.
### MacOS packages
Ensure you have [brew](https://brew.sh) installed.
You will need to install the following packages
```bash
brew install cmake gcc mariadb openssl zlib
```
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.
### Linux packages
Make sure packages like `gcc`, 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`. You will also need a MySQL database solution to use. We recommend using `mariadb-server`.
### Using Docker
Refer to [Docker.md](/Docker.md).
For Ubuntu, you would run the following commands. On other systems, the package install command will differ.
For Windows, refer to [Docker_Windows.md](/Docker_Windows.md).
```bash
sudo apt update && sudo apt upgrade
### 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`.
# Install packages
sudo apt install build-essential gcc zlib1g-dev libssl-dev openssl mariadb-server cmake
```
CMake must be version 3.14 or higher!
#### Required CMake version
This project uses <font size="4">**CMake version 3.18**</font> or higher and as such you will need to ensure you have this version installed.
You can check your CMake version by using the following command in a terminal.
```bash
cmake --version
```
#### Build the repository
If you are going to be using an Ubuntu environment to run the server, you may need to get a more recent version of `cmake` than the packages available may provide.
The general approach to do so would be to obtain a copy of the signing key and then add the CMake repository to your apt.
You can do so with the following commands.
[Source of the below commands](https://askubuntu.com/questions/355565/how-do-i-install-the-latest-version-of-cmake-from-the-command-line)
```bash
# Remove the old version of CMake
sudo apt purge --auto-remove cmake
# Prepare for installation
sudo apt update && sudo apt install -y software-properties-common lsb-release && sudo apt clean all
# Obtain a copy of the signing key
wget -O - https://apt.kitware.com/keys/kitware-archive-latest.asc 2>/dev/null | gpg --dearmor - | sudo tee /etc/apt/trusted.gpg.d/kitware.gpg >/dev/null
# Add the repository to your sources list.
sudo apt-add-repository "deb https://apt.kitware.com/ubuntu/ $(lsb_release -cs) main"
# Next you'll want to ensure that Kitware's keyring stays up to date
sudo apt update
sudo apt install kitware-archive-keyring
sudo rm /etc/apt/trusted.gpg.d/kitware.gpg
# If sudo apt update above returned an error, copy the public key at the end of the error message and run the following command
# if the error message was "The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 6AF7F09730B3F0A4"
# then the below command would be "sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys 6AF7F09730B3F0A4"
sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys <TheCopiedPublicKey>
# Finally update and install
sudo apt update
sudo apt install cmake
```
## Database setup
First you'll need to start MariaDB.
For Windows the service is always running by default.
For MacOS, run the following command
```bash
brew services start mariadb
```
For Linux, run the following command
```bash
sudo systemctl start mysql
# If systemctl is not a known command on your distribution, try the following instead
sudo service mysql start
```
<font size="4">**You will need to run this command every time you restart your environment**</font>
If you are using Linux and `systemctl` and want the MariaDB instance to start on startup, run the following command
```bash
sudo systemctl enable --now mysql
```
Once MariaDB is started, you'll need to create a user and an empty database for Darkflame Universe to use.
First, login to the MariaDB instance.
To do this on Ubuntu/Linux, MacOS, or another Unix like operating system, run the following command in a terminal
```bash
# Logs you into the MariaDB instance as root
sudo mysql
```
For Windows, run the following command in the `Command Prompt (MariaDB xx.xx)` terminal
```bash
# Logs you into the mysql instance
mysql -u root -p
# You will then be prompted for the password you set for root during installation of MariaDB
```
Now that you are logged in, run the following commands.
```bash
# Creates a user for this computer which uses a password and grant said user all privileges.
# Change mydarkflameuser to a custom username and password to a custom password.
GRANT ALL ON *.* TO 'mydarkflameuser'@'localhost' IDENTIFIED BY 'password' WITH GRANT OPTION;
FLUSH PRIVILEGES;
# Then create a database for Darkflame Universe to use.
CREATE DATABASE darkflame;
```
## Build the server
You can either run `build.sh` when in the root folder of the repository:
```bash
./build.sh
```
Or manually run the commands used in `build.sh`:
Or manually run the commands used in [build.sh](build.sh).
If you would like to build the server faster, append `-j<number>` where number is the number of simultaneous compile jobs to run at once. It is recommended that you have this number always be 1 less than your core count to prevent slowdowns. The command would look like this if you would build with 4 jobs at once:
```bash
# 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
./build.sh -j4
```
### Notes
Depending on your operating system, you may need to adjust some pre-processor defines in [CMakeVariables.txt](./CMakeVariables.txt) before building:
* If you are on MacOS, ensure OPENSSL_ROOT_DIR is pointing to the openssl root directory.
* If you are using a Darkflame Universe client, ensure NET_VERSION is changed to 171023.
### MacOS builds
Ensure `cmake`, `zlib` and `open ssl` are installed as well as a compiler (e.g `clang` or `gcc`).
## Configuring your server
This server has a few steps that need to be taken to configure the server for your use case.
In the repository root folder run the following. Ensure -DOPENSSL_ROOT_DIR=/path/to/openssl points to your openssl install location
```bash
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
### Required Configuration
Darkflame Universe can run with either a packed or an unpacked client.
Navigate to `build/sharedconfig.ini` and fill in the following fields:
* `mysql_host` (This is the IP address or hostname of your MariaDB server. This is highly likely `localhost`)
* If you setup your MariaDB instance on a port other than 3306, which can be done on a Windows install, you will need to make this value `tcp://localhost:portNum` where portNum is replaced with the port you chose to run MariaDB on.
* `mysql_database` (This is the database you created for the server)
* `mysql_username` (This is the user you created for the server)
* `mysql_password` (This is the password for the user you created for the server)
* `client_location` (This is the location of the client files. This should be the folder path of a packed or unpacked client)
* Ideally the path to the client should not contain any spaces.
# 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](https://visualstudio.microsoft.com/vs/) or the [Clang](https://github.com/llvm/llvm-project/releases/) (recommended) compiler installed. You will also need to install [CMake](https://cmake.org/download/). Currently on native Windows the server will only work in Release mode.
#### Build the repository
```batch
:: 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
```batch
:: 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](https://docs.microsoft.com/en-us/windows/wsl/install) 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:
```bash
# Installing Windows Subsystem for Linux
wsl --install
```
#### Open the Ubuntu application and run the following:
```bash
# 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
```
[**Follow the Linux instructions**](#linux-builds)
### 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
```bash
cd /path/to/DarkflameServer
```
run the following commands to update to the latest changes
```bash
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:
```bash
# 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](https://github.com/lcdr/utils)
* Use `pkextractor.pyw` to unpack the client files if they are not already unpacked
#### Setup resource directory
* In the `build` directory create a `res` directory if it does not already exist.
* Copy over or create symlinks from `macros`, `BrickModels`, `chatplus_en_us.txt`, `names`, and `maps` in your client `res` directory to the server `build/res` directory
* Unzip the navmeshes [here](./resources/navmeshes.zip) and place them in `build/res/maps/navmeshes`
#### Setup locale
* In the `build` directory create a `locale` directory if it does not already exist
* Copy over or create symlinks from `locale.xml` in your client `locale` directory to the `build/locale` directory
#### Client database
* Use `fdb_to_sqlite.py` in lcdr's utilities on `res/cdclient.fdb` in the unpacked client to convert the client database to `cdclient.sqlite`
* Move and rename `cdclient.sqlite` into `build/res/CDServer.sqlite`
* Run each SQL file in the order at which they appear [here](migrations/cdserver/) 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.
* Create a database for Darkflame Universe to use
#### 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.
#### Setup and Migrations
Use the command `./MasterServer -m` to setup the tables in the database. The first time this command is run on a database, the tables will be up to date with the most recent version. To update your database tables, run this command again. Multiple invocations will not affect any functionality.
#### Verify
### Optional Configuration
* After the server has been built there should be five `ini` files in the build directory: `sharedconfig.ini`, `authconfig.ini`, `chatconfig.ini`, `masterconfig.ini`, and `worldconfig.ini`.
* `authconfig.ini` contains an option to enable or disable play keys on your server. Do not change the default port for auth.
* `chatconfig.ini` contains a port option.
* `masterconfig.ini` contains options related to permissions you want to run your servers with.
* `sharedconfig.ini` contains several options that are shared across all servers
* `worldconfig.ini` contains several options to turn on QOL improvements should you want them. If you would like the most vanilla experience possible, you will need to turn some of these settings off.
## Verify your setup
Your build directory should now look like this:
* AuthServer
* ChatServer
@@ -224,42 +212,35 @@ Your build directory should now look like this:
* authconfig.ini
* chatconfig.ini
* masterconfig.ini
* sharedconfig.ini
* worldconfig.ini
* **locale/**
* locale.xml
* **res/**
* CDServer.sqlite
* chatplus_en_us.txt
* **macros/**
* ...
* **BrickModels/**
* ...
* **maps/**
* **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.
If everything has been configured correctly you should now be able to run the `MasterServer` binary which is located in the `build` directory. Darkflame Universe utilizes port numbers under 1024, so under Linux you either have to give the `AuthServer` binary network permissions or run it under sudo.
To give `AuthServer` network permissions and not require sudo, run the following command
```bash
sudo setcap 'cap_net_bind_service=+ep' AuthServer
```
and then go to `build/masterconfig.ini` and change `use_sudo_auth` to 0.
### 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
### Account management tool (Nexus Dashboard)
**If you are just using this server for yourself, you can skip setting up Nexus Dashboard**
Follow the instructions [here](https://github.com/DarkflameUniverse/AccountManager) to setup the DLU account management Python web application. This is the intended way for users to create accounts.
Follow the instructions [here](https://github.com/DarkflameUniverse/NexusDashboard) to setup the DLU Nexus Dashboard web application. This is the intended way for users to create accounts and the intended way for moderators to approve names/pets/properties and do other moderation actions.
### Admin levels
The admin level, or Game Master level (hereafter referred to as gmlevel), 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. gmlevel `8` should be used to give a player a majority of privileges without the safety critical once.
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`.
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
Some changes to the client `boot.cfg` file are needed to play on your server.
## User guide
A few modifications have to be made to the client.
### Client configuration
## Allowing a user to connect to your server
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:`
@@ -267,169 +248,88 @@ To connect to a server follow these steps:
* Launch `legouniverse.exe`, through `wine` 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
## Brick-By-Brick building
Should you choose to do any brick building, you will want to have some form of a http server that returns a 404 error since we are unable to emulate live User Generated Content at the moment. If you attempt to do any brick building without a 404 server running properly, you will be unable to load into your game. Python is the easiest way to do this, but any thing that returns a 404 should work fine.
* Note: the client hard codes this request on port 80.
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)` to `onPlayerReady(self)`
* Save the file, overriding readonly mode if required
<font size="4">**If you do not plan on doing any Brick Building, then you can skip this step.**</font>
If you still experience the bug, try deleting/renaming `res/pack/scripts.pk`.
The easiest way to do this is to install [python](https://www.python.org/downloads/).
### Brick-By-Brick building
### Allowing a user to build in Brick-by-Brick mode
Brick-By-Brick building requires `PATCHSERVERIP=0:` and `UGCSERVERIP=0:` in the `boot.cfg` to point to a HTTP server which always returns `HTTP 404 - Not Found` for all requests. This can be most easily achieved by pointing both of those variables to `localhost` while having running in the background.
Each client must have their own 404 server running if they are using a locally hosted 404 server.
```bash
# If on linux run this command. Because this is run on a port below 1024, binary network permissions are needed.
sudo python3 -m http.server 80
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.
# If on windows one of the following will work when run through Powershell or Command Prompt assuming python is installed
python3 -m http.server 80
python http.server 80
py -m http.server 80
```
### 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](./dGame/dUtilities/SlashCommandHandler.cpp).
## Updating your server
To update your server to the latest version navigate to your cloned directory
```bash
cd path/to/DarkflameServer
```
Run the following commands to update to the latest changes
```bash
git pull
git submodule update --init --recursive
```
Now follow the [build](#build-the-server) section for your system and your server is up to date.
<table>
<thead>
<th>
Command
</th>
<th>
Usage
</th>
<th>
Description
</th>
<th>
Admin Level Requirement
</th>
</thead>
<tbody>
<tr>
<td>
info
</td>
<td>
/info
</td>
<td>
Displays server info to the user, including where to find the server's source code.
</td>
<td>
</td>
</tr>
<tr>
<td>
credits
</td>
<td>
/credits
</td>
<td>
Displays the names of the people behind Darkflame Universe.
</td>
<td>
</td>
</tr>
<tr>
<td>
instanceinfo
</td>
<td>
/instanceinfo
</td>
<td>
Displays in the chat the current zone, clone, and instance id.
</td>
<td>
</td>
</tr>
<tr>
<td>
gmlevel
</td>
<td>
/gmlevel &#60;level&#62;
</td>
<td>
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.
</td>
<td>
</td>
</tr>
<tr>
<td>
testmap
</td>
<td>
/testmap &#60;zone&#62; (clone-id)
</td>
<td>
Transfers you to the given zone by id and clone id.
</td>
<td>
1
</td>
</tr>
<tr>
<td>
ban
</td>
<td>
/ban &#60;username&#62;
</td>
<td>
Bans a user from the server.
</td>
<td>
4
</td>
</tr>
<tr>
<td>
gmadditem
</td>
<td>
/gmadditem &#60;id&#62; (count)
</td>
<td>
Adds the given item to your inventory by id.
</td>
<td>
8
</td>
</tr>
<tr>
<td>
spawn
</td>
<td>
/spawn &#60;id&#62;
</td>
<td>
Spawns an object at your location by id.
</td>
<td>
8
</td>
</tr>
<tr>
<td>
metrics
</td>
<td>
/metrics
</td>
<td>
Prints some information about the server's performance.
</td>
<td>
8
</td>
</tr>
</tbody>
</table>
## In-game commands
* A list of all in-game commands can be found [here](./docs/Commands.md).
## Verifying your client files
### LEGO® Universe 1.10.64
To verify that you are indeed using a LEGO® Universe 1.10.64 client, make sure you have the full client compressed **in a rar file** and run the following command.
```bash
# Replace <file> with the file path to the zipped client
# If on Linux or MacOS
shasum -a 256 <file>
# If on Windows using the Command Prompt
certutil -hashfile <file> SHA256
```
Below are 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)
If the returned hash matches one of the lines above then you can continue with setting up the server. If you are using a fully downloaded and complete client from live, then it will work, but the hash above may not match. Otherwise you must obtain a full install of LEGO® Universe 1.10.64.
### Darkflame Universe Client
Darkflame Universe 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.
To verify that you are indeed using a Darkflame Universe client, make sure you have the full client compressed **in a zip file** and run the following command.
```bash
# Replace <file> with the file path to the zipped client
# If on Linux or MacOS
shasum -a 1 <file>
# If on Windows using the Command Prompt
certutil -hashfile <file> SHA1
```
Known good *SHA1* checksum of the Darkflame Universe client:
- `91498e09b83ce69f46baf9e521d48f23fe502985` (packed client, zip compressed)
# Development Documentation
This is a Work in Progress, but below are some quick links to documentaion for systems and structs in the server
[Networked message structs](https://lcdruniverse.org/lu_packets/lu_packets/index.html)
[General system documentation](https://docs.lu-dev.net/en/latest/index.html)
# Credits
## Active Contributors
* [EmosewaMC](https://github.com/EmosewaMC)
* [Jettford](https://github.com/Jettford)
* [Aaron K.](https://github.com/aronwk-aaron)
## DLU Team
* [DarwinAnim8or](https://github.com/DarwinAnim8or)
@@ -438,25 +338,30 @@ Here is a summary of the commands available in-game. All commands are prefixed b
* [averysumner](https://github.com/codeshaunted)
* [Jon002](https://github.com/jaller200)
* [Jonny](https://github.com/cuzitsjonny)
* [Aaron K.](https://github.com/aronwk-aaron)
### Research and tools
### Research and Tools
* [lcdr](https://github.com/lcdr)
* [Xiphoseer](https://github.com/Xiphoseer)
### Community management
### Community Management
* [Neal](https://github.com/NealSpellman)
### Former contributors
### Logo
* Cole Peterson (BlasterBuilder)
## Active Contributors
* [EmosewaMC](https://github.com/EmosewaMC)
* [Jettford](https://github.com/Jettford)
## Former Contributors
* TheMachine
* Matthew
* [Raine](https://github.com/Rainebannister)
* Bricknave
### Logo
* Cole Peterson (BlasterBuilder)
## Special thanks
## Special Thanks
* humanoid24
* pwjones1969
* [Simon](https://github.com/SimonNitzsche)
* ALL OF THE NETDEVIL AND LEGO TEAMS!
* [ALL OF THE NETDEVIL AND LEGO TEAMS!](https://www.mobygames.com/game/macintosh/lego-universe/credits)

View File

@@ -1,3 +1,6 @@
# Error if any command fails
set -e
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
@@ -6,7 +9,5 @@ cd build
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
cmake --build . --config Release $1
# Run migrations
./MasterServer -m

View File

@@ -11,6 +11,7 @@
#include "Database.h"
#include "dConfig.h"
#include "Diagnostics.h"
#include "BinaryPathFinder.h"
//RakNet includes:
#include "RakNetDefines.h"
@@ -21,37 +22,40 @@
#include "Game.h"
namespace Game {
dLogger* logger;
dServer* server;
dConfig* config;
dLogger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
bool shouldShutdown = false;
}
dLogger* SetupLogger();
void HandlePacket(Packet* packet);
int main(int argc, char** argv) {
constexpr uint32_t authFramerate = mediumFramerate;
constexpr uint32_t authFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Auth");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return 0;
if (!Game::logger) return EXIT_FAILURE;
//Read our config:
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "authconfig.ini").string());
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
Game::logger->Log("AuthServer", "Starting Auth server...");
Game::logger->Log("AuthServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("AuthServer", "Compiled on: %s", __TIMESTAMP__);
//Read our config:
dConfig config("authconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
//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");
std::string mysql_host = Game::config->GetValue("mysql_host");
std::string mysql_database = Game::config->GetValue("mysql_database");
std::string mysql_username = Game::config->GetValue("mysql_username");
std::string mysql_password = Game::config->GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
@@ -60,12 +64,12 @@ int main(int argc, char** argv) {
Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
return 0;
return EXIT_FAILURE;
}
//Find out the master's IP:
std::string masterIP;
int masterPort = 1500;
uint32_t masterPort = 1500;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -77,26 +81,28 @@ int main(int argc, char** argv) {
delete stmt;
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
int maxClients = 50;
int ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
uint32_t maxClients = 50;
uint32_t ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth);
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::shouldShutdown);
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceLastSQLPing = 0;
constexpr uint32_t logFlushTime = 30 * authFramerate; // 30 seconds in frames
constexpr uint32_t sqlPingTime = 10 * 60 * authFramerate; // 10 minutes in frames
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
while (true) {
while (!Game::shouldShutdown) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= 30)
if (framesSinceMasterDisconnect >= authFramerate)
break; //Exit our loop, shut down.
} else framesSinceMasterDisconnect = 0;
@@ -112,16 +118,16 @@ int main(int argc, char** argv) {
}
//Push our log every 30s:
if (framesSinceLastFlush >= 900) {
if (framesSinceLastFlush >= logFlushTime) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= 40000) {
if (framesSinceLastSQLPing >= sqlPingTime) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
int masterPort;
uint32_t masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -136,7 +142,7 @@ int main(int argc, char** argv) {
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(mediumFramerate); //Auth can run at a lower "fps"
t += std::chrono::milliseconds(authFrameDelta); //Auth can run at a lower "fps"
std::this_thread::sleep_until(t);
}
@@ -144,13 +150,13 @@ int main(int argc, char** argv) {
Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
delete Game::config;
exit(EXIT_SUCCESS);
return EXIT_SUCCESS;
}
dLogger* SetupLogger() {
std::string logPath = "./logs/AuthServer_" + std::to_string(time(nullptr)) + ".log";
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/AuthServer_" + std::to_string(time(nullptr)) + ".log")).string();
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG

View File

@@ -1,4 +1,2 @@
set(DAUTHSERVER_SOURCES "AuthServer.cpp")
add_executable(AuthServer ${DAUTHSERVER_SOURCES})
add_executable(AuthServer "AuthServer.cpp")
target_link_libraries(AuthServer ${COMMON_LIBRARIES})

View File

@@ -1,6 +1,10 @@
set(DCHATSERVER_SOURCES "ChatPacketHandler.cpp"
"ChatServer.cpp"
"PlayerContainer.cpp")
add_executable(ChatServer ${DCHATSERVER_SOURCES})
target_link_libraries(ChatServer ${COMMON_LIBRARIES} dChatFilter)
set(DCHATSERVER_SOURCES
"ChatPacketHandler.cpp"
"PlayerContainer.cpp"
)
add_executable(ChatServer "ChatServer.cpp")
add_library(dChatServer ${DCHATSERVER_SOURCES})
target_link_libraries(dChatServer ${COMMON_LIBRARIES} dChatFilter)
target_link_libraries(ChatServer ${COMMON_LIBRARIES} dChatFilter dChatServer)

View File

@@ -8,8 +8,8 @@
#include "dServer.h"
#include "GeneralUtils.h"
#include "dLogger.h"
#include "AddFriendResponseCode.h"
#include "AddFriendResponseType.h"
#include "eAddFriendResponseCode.h"
#include "eAddFriendResponseType.h"
#include "RakString.h"
#include "dConfig.h"
@@ -33,9 +33,10 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
"WHEN friend_id = ? THEN player_id "
"END AS requested_player, best_friend FROM friends) AS fr "
"JOIN charinfo AS ci ON ci.id = fr.requested_player "
"WHERE fr.requested_player IS NOT NULL;"));
"WHERE fr.requested_player IS NOT NULL AND fr.requested_player != ?;"));
stmt->setUInt(1, static_cast<uint32_t>(playerID));
stmt->setUInt(2, static_cast<uint32_t>(playerID));
stmt->setUInt(3, static_cast<uint32_t>(playerID));
std::vector<FriendData> friends;
@@ -113,6 +114,10 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
inStream.Read(isBestFriendRequest);
auto requestor = playerContainer.GetPlayerData(requestorPlayerID);
if (requestor->playerName == playerName) {
SendFriendResponse(requestor, requestor, eAddFriendResponseType::MYTHRAN);
return;
};
std::unique_ptr<PlayerData> requestee(playerContainer.GetPlayerData(playerName));
// Check if player is online first
@@ -148,7 +153,7 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
requestee.reset(new PlayerData());
requestee->playerName = playerName;
SendFriendResponse(requestor, requestee.get(), result->next() ? AddFriendResponseType::NOTONLINE : AddFriendResponseType::INVALIDCHARACTER);
SendFriendResponse(requestor, requestee.get(), result->next() ? eAddFriendResponseType::NOTONLINE : eAddFriendResponseType::INVALIDCHARACTER);
return;
}
@@ -192,10 +197,10 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
if (oldBestFriendStatus != bestFriendStatus) {
if (requestee->countOfBestFriends >= maxNumberOfBestFriends || requestor->countOfBestFriends >= maxNumberOfBestFriends) {
if (requestee->countOfBestFriends >= maxNumberOfBestFriends) {
SendFriendResponse(requestor, requestee.get(), AddFriendResponseType::THEIRFRIENDLISTFULL, false);
SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
}
if (requestor->countOfBestFriends >= maxNumberOfBestFriends) {
SendFriendResponse(requestor, requestee.get(), AddFriendResponseType::YOURFRIENDSLISTFULL, false);
SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
}
} else {
// Then update the database with this new info.
@@ -210,8 +215,8 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
if (bestFriendStatus == 3U) {
requestee->countOfBestFriends += 1;
requestor->countOfBestFriends += 1;
if (requestee->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestee.get(), requestor, AddFriendResponseType::ACCEPTED, false, true);
if (requestor->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee.get(), AddFriendResponseType::ACCEPTED, false, true);
if (requestee->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestee.get(), requestor, eAddFriendResponseType::ACCEPTED, false, true);
if (requestor->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::ACCEPTED, false, true);
for (auto& friendData : requestor->friends) {
if (friendData.friendID == requestee->playerID) {
friendData.isBestFriend = true;
@@ -225,7 +230,7 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
}
}
} else {
if (requestor->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee.get(), AddFriendResponseType::WAITINGAPPROVAL, true, true);
if (requestor->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::WAITINGAPPROVAL, true, true);
}
} else {
// Do not send this if we are requesting to be a best friend.
@@ -242,7 +247,7 @@ void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
inStream.Read(playerID);
inStream.Read(playerID);
AddFriendResponseCode clientResponseCode = static_cast<AddFriendResponseCode>(packet->data[0x14]);
eAddFriendResponseCode clientResponseCode = static_cast<eAddFriendResponseCode>(packet->data[0x14]);
std::string friendName = PacketUtils::ReadString(0x15, packet, true);
//Now to try and find both of these:
@@ -250,29 +255,29 @@ void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
auto requestee = playerContainer.GetPlayerData(friendName);
if (!requestor || !requestee) return;
AddFriendResponseType serverResponseCode{};
eAddFriendResponseType serverResponseCode{};
uint8_t isAlreadyBestFriends = 0U;
// We need to convert this response code to one we can actually send back to the client.
switch (clientResponseCode) {
case AddFriendResponseCode::ACCEPTED:
serverResponseCode = AddFriendResponseType::ACCEPTED;
case eAddFriendResponseCode::ACCEPTED:
serverResponseCode = eAddFriendResponseType::ACCEPTED;
break;
case AddFriendResponseCode::BUSY:
serverResponseCode = AddFriendResponseType::BUSY;
case eAddFriendResponseCode::BUSY:
serverResponseCode = eAddFriendResponseType::BUSY;
break;
case AddFriendResponseCode::CANCELLED:
serverResponseCode = AddFriendResponseType::CANCELLED;
case eAddFriendResponseCode::CANCELLED:
serverResponseCode = eAddFriendResponseType::CANCELLED;
break;
case AddFriendResponseCode::REJECTED:
serverResponseCode = AddFriendResponseType::DECLINED;
case eAddFriendResponseCode::REJECTED:
serverResponseCode = eAddFriendResponseType::DECLINED;
break;
}
// Now that we have handled the base cases, we need to check the other cases.
if (serverResponseCode == AddFriendResponseType::ACCEPTED) {
if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
for (auto friendData : requestor->friends) {
if (friendData.friendID == requestee->playerID) {
serverResponseCode = AddFriendResponseType::ALREADYFRIEND;
serverResponseCode = eAddFriendResponseType::ALREADYFRIEND;
if (friendData.isBestFriend) {
isAlreadyBestFriends = 1U;
}
@@ -281,7 +286,7 @@ void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
}
// This message is NOT sent for best friends and is handled differently for those requests.
if (serverResponseCode == AddFriendResponseType::ACCEPTED) {
if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
// Add the each player to the others friend list.
FriendData requestorData;
requestorData.zoneID = requestor->zoneID;
@@ -308,8 +313,8 @@ void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
statement->execute();
}
if (serverResponseCode != AddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
if (serverResponseCode != AddFriendResponseType::ALREADYFRIEND) SendFriendResponse(requestee, requestor, serverResponseCode, isAlreadyBestFriends);
if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
if (serverResponseCode != eAddFriendResponseType::ALREADYFRIEND) SendFriendResponse(requestee, requestor, serverResponseCode, isAlreadyBestFriends);
}
void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
@@ -389,7 +394,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet) {
uint8_t channel = 0;
inStream.Read(channel);
std::string message = PacketUtils::ReadString(0x66, packet, true);
std::string message = PacketUtils::ReadString(0x66, packet, true, 512);
Game::logger->Log("ChatPacketHandler", "Got a message from (%s) [%d]: %s", senderName.c_str(), channel, message.c_str());
@@ -431,7 +436,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet) {
void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
LWOOBJID senderID = PacketUtils::ReadPacketS64(0x08, packet);
std::string receiverName = PacketUtils::ReadString(0x66, packet, true);
std::string message = PacketUtils::ReadString(0xAA, packet, true);
std::string message = PacketUtils::ReadString(0xAA, packet, true, 512);
//Get the bois:
auto goonA = playerContainer.GetPlayerData(senderID);
@@ -917,7 +922,7 @@ void ChatPacketHandler::SendFriendRequest(PlayerData* receiver, PlayerData* send
//Make sure people aren't requesting people that they're already friends with:
for (auto fr : receiver->friends) {
if (fr.friendID == sender->playerID) {
SendFriendResponse(sender, receiver, AddFriendResponseType::ALREADYFRIEND, fr.isBestFriend);
SendFriendResponse(sender, receiver, eAddFriendResponseType::ALREADYFRIEND, fr.isBestFriend);
return; //we have this player as a friend, yeet this function so it doesn't send another request.
}
}
@@ -935,7 +940,7 @@ void ChatPacketHandler::SendFriendRequest(PlayerData* receiver, PlayerData* send
SEND_PACKET;
}
void ChatPacketHandler::SendFriendResponse(PlayerData* receiver, PlayerData* sender, AddFriendResponseType responseCode, uint8_t isBestFriendsAlready, uint8_t isBestFriendRequest) {
void ChatPacketHandler::SendFriendResponse(PlayerData* receiver, PlayerData* sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready, uint8_t isBestFriendRequest) {
if (!receiver || !sender) return;
CBITSTREAM;
@@ -946,11 +951,11 @@ void ChatPacketHandler::SendFriendResponse(PlayerData* receiver, PlayerData* sen
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_ADD_FRIEND_RESPONSE);
bitStream.Write(responseCode);
// For all requests besides accepted, write a flag that says whether or not we are already best friends with the receiver.
bitStream.Write<uint8_t>(responseCode != AddFriendResponseType::ACCEPTED ? isBestFriendsAlready : sender->sysAddr != UNASSIGNED_SYSTEM_ADDRESS);
bitStream.Write<uint8_t>(responseCode != eAddFriendResponseType::ACCEPTED ? isBestFriendsAlready : sender->sysAddr != UNASSIGNED_SYSTEM_ADDRESS);
// Then write the player name
PacketUtils::WritePacketWString(sender->playerName.c_str(), 33, &bitStream);
// Then if this is an acceptance code, write the following extra info.
if (responseCode == AddFriendResponseType::ACCEPTED) {
if (responseCode == eAddFriendResponseType::ACCEPTED) {
bitStream.Write(sender->playerID);
bitStream.Write(sender->zoneID);
bitStream.Write(isBestFriendRequest); //isBFF

View File

@@ -4,7 +4,7 @@
#include "BitStream.h"
struct PlayerData;
enum class AddFriendResponseType : uint8_t;
enum class eAddFriendResponseType : uint8_t;
namespace ChatPacketHandler {
void HandleFriendlistRequest(Packet* packet);
@@ -35,6 +35,6 @@ namespace ChatPacketHandler {
void SendFriendUpdate(PlayerData* friendData, PlayerData* playerData, uint8_t notifyType, uint8_t isBestFriend);
void SendFriendRequest(PlayerData* receiver, PlayerData* sender);
void SendFriendResponse(PlayerData* receiver, PlayerData* sender, AddFriendResponseType responseCode, uint8_t isBestFriendsAlready = 0U, uint8_t isBestFriendRequest = 0U);
void SendFriendResponse(PlayerData* receiver, PlayerData* sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready = 0U, uint8_t isBestFriendRequest = 0U);
void SendRemoveFriend(PlayerData* receiver, std::string& personToRemove, bool isSuccessful);
};

View File

@@ -12,20 +12,25 @@
#include "dMessageIdentifiers.h"
#include "dChatFilter.h"
#include "Diagnostics.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "PlayerContainer.h"
#include "ChatPacketHandler.h"
#include "Game.h"
namespace Game {
dLogger* logger;
dServer* server;
dConfig* config;
dChatFilter* chatFilter;
}
//RakNet includes:
#include "RakNetDefines.h"
namespace Game {
dLogger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
dChatFilter* chatFilter = nullptr;
AssetManager* assetManager = nullptr;
bool shouldShutdown = false;
}
dLogger* SetupLogger();
void HandlePacket(Packet* packet);
@@ -33,28 +38,45 @@ void HandlePacket(Packet* packet);
PlayerContainer playerContainer;
int main(int argc, char** argv) {
constexpr uint32_t chatFramerate = mediumFramerate;
constexpr uint32_t chatFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Chat");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return 0;
if (!Game::logger) return EXIT_FAILURE;
//Read our config:
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "chatconfig.ini").string());
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
Game::logger->Log("ChatServer", "Starting Chat server...");
Game::logger->Log("ChatServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("ChatServer", "Compiled on: %s", __TIMESTAMP__);
//Read our config:
dConfig config("chatconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
try {
std::string clientPathStr = Game::config->GetValue("client_location");
if (clientPathStr.empty()) clientPathStr = "./res";
std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
if (clientPath.is_relative()) {
clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
}
Game::assetManager = new AssetManager(clientPath);
} catch (std::runtime_error& ex) {
Game::logger->Log("ChatServer", "Got an error while setting up assets: %s", ex.what());
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");
std::string mysql_host = Game::config->GetValue("mysql_host");
std::string mysql_database = Game::config->GetValue("mysql_database");
std::string mysql_username = Game::config->GetValue("mysql_username");
std::string mysql_password = Game::config->GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
@@ -63,12 +85,12 @@ int main(int argc, char** argv) {
Database::Destroy("ChatServer");
delete Game::server;
delete Game::logger;
return 0;
return EXIT_FAILURE;
}
//Find out the master's IP:
std::string masterIP;
int masterPort = 1000;
uint32_t masterPort = 1000;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -80,28 +102,30 @@ int main(int argc, char** argv) {
delete stmt;
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
int maxClients = 50;
int ourPort = 1501;
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
uint32_t maxClients = 50;
uint32_t ourPort = 1501;
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat);
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::shouldShutdown);
Game::chatFilter = new dChatFilter("./res/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceLastSQLPing = 0;
constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
while (true) {
while (!Game::shouldShutdown) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= 30)
if (framesSinceMasterDisconnect >= chatFramerate)
break; //Exit our loop, shut down.
} else framesSinceMasterDisconnect = 0;
@@ -117,16 +141,16 @@ int main(int argc, char** argv) {
}
//Push our log every 30s:
if (framesSinceLastFlush >= 900) {
if (framesSinceLastFlush >= logFlushTime) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= 40000) {
if (framesSinceLastSQLPing >= sqlPingTime) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
int masterPort;
uint32_t masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -141,7 +165,7 @@ int main(int argc, char** argv) {
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(mediumFramerate); //Chat can run at a lower "fps"
t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
std::this_thread::sleep_until(t);
}
@@ -149,13 +173,13 @@ int main(int argc, char** argv) {
Database::Destroy("ChatServer");
delete Game::server;
delete Game::logger;
delete Game::config;
exit(EXIT_SUCCESS);
return EXIT_SUCCESS;
}
dLogger* SetupLogger() {
std::string logPath = "./logs/ChatServer_" + std::to_string(time(nullptr)) + ".log";
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/ChatServer_" + std::to_string(time(nullptr)) + ".log")).string();
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG

View File

@@ -58,16 +58,6 @@ void AMFArrayValue::RemoveValue(const std::string& key) {
}
}
// AMFArray Find Value
AMFValue* AMFArrayValue::FindValue(const std::string& key) {
_AMFArrayMap_::iterator it = this->associative.find(key);
if (it != this->associative.end()) {
return it->second;
}
return nullptr;
}
// AMFArray Get Associative Iterator Begin
_AMFArrayMap_::iterator AMFArrayValue::GetAssociativeIteratorValueBegin() {
return this->associative.begin();
@@ -93,11 +83,6 @@ uint32_t AMFArrayValue::GetDenseValueSize() {
return (uint32_t)this->dense.size();
}
// AMFArray Get value at index in Dense List
AMFValue* AMFArrayValue::GetValueAt(uint32_t index) {
return this->dense.at(index);
}
// AMFArray Get Dense Iterator Begin
_AMFArrayList_::iterator AMFArrayValue::GetDenseIteratorBegin() {
return this->dense.begin();

View File

@@ -75,7 +75,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFUndefined; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFUndefined;
};
//! The null value AMF type
@@ -85,7 +87,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFNull; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFNull;
};
//! The false value AMF type
@@ -95,7 +99,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFFalse; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFFalse;
};
//! The true value AMF type
@@ -105,7 +111,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFTrue; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFTrue;
};
//! The integer value AMF type
@@ -117,9 +125,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFInteger; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFInteger;
//! Sets the integer value
/*!
\param value The value to set
@@ -142,9 +151,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFDouble; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFDouble;
//! Sets the double value
/*!
\param value The value to set to
@@ -167,9 +177,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFString; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFString;
//! Sets the string value
/*!
\param value The string value to set to
@@ -192,9 +203,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFXMLDoc; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFXMLDoc;
//! Sets the XML Doc value
/*!
\param value The value to set to
@@ -217,9 +229,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFDate; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFDate;
//! Sets the date time
/*!
\param value The value to set to
@@ -244,9 +257,11 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFArray; }
AMFValueType GetValueType() override { return ValueType; }
public:
static const AMFValueType ValueType = AMFArray;
~AMFArrayValue() override;
//! Inserts an item into the array map for a specific key
/*!
@@ -265,7 +280,15 @@ public:
/*!
\return The AMF value if found, nullptr otherwise
*/
AMFValue* FindValue(const std::string& key);
template <typename T>
T* FindValue(const std::string& key) const {
_AMFArrayMap_::const_iterator it = this->associative.find(key);
if (it != this->associative.end() && T::ValueType == it->second->GetValueType()) {
return dynamic_cast<T*>(it->second);
}
return nullptr;
};
//! Returns where the associative iterator begins
/*!
@@ -298,7 +321,12 @@ public:
/*!
\param index The index to get
*/
AMFValue* GetValueAt(uint32_t index);
template <typename T>
T* GetValueAt(uint32_t index) {
if (index >= this->dense.size()) return nullptr;
AMFValue* foundValue = this->dense.at(index);
return T::ValueType == foundValue->GetValueType() ? dynamic_cast<T*>(foundValue) : nullptr;
};
//! Returns where the dense iterator begins
/*!
@@ -334,10 +362,11 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFObject; }
AMFValueType GetValueType() override { return ValueType; }
~AMFObjectValue() override;
public:
static const AMFValueType ValueType = AMFObject;
//! Constructor
/*!
\param traits The traits to set

View File

@@ -10,7 +10,7 @@ void BinaryIO::WriteString(const std::string& stringToWrite, std::ofstream& outs
}
//For reading null-terminated strings
std::string BinaryIO::ReadString(std::ifstream& instream) {
std::string BinaryIO::ReadString(std::istream& instream) {
std::string toReturn;
char buffer;
@@ -25,7 +25,7 @@ std::string BinaryIO::ReadString(std::ifstream& instream) {
}
//For reading strings of a specific size
std::string BinaryIO::ReadString(std::ifstream& instream, size_t size) {
std::string BinaryIO::ReadString(std::istream& instream, size_t size) {
std::string toReturn;
char buffer;
@@ -37,7 +37,7 @@ std::string BinaryIO::ReadString(std::ifstream& instream, size_t size) {
return toReturn;
}
std::string BinaryIO::ReadWString(std::ifstream& instream) {
std::string BinaryIO::ReadWString(std::istream& instream) {
size_t size;
BinaryRead(instream, size);
//toReturn.resize(size);

View File

@@ -10,16 +10,15 @@ namespace BinaryIO {
template<typename T>
std::istream& BinaryRead(std::istream& stream, T& value) {
if (!stream.good())
printf("bla");
if (!stream.good()) throw std::runtime_error("Failed to read from istream.");
return stream.read(reinterpret_cast<char*>(&value), sizeof(T));
}
void WriteString(const std::string& stringToWrite, std::ofstream& outstream);
std::string ReadString(std::ifstream& instream);
std::string ReadString(std::ifstream& instream, size_t size);
std::string ReadWString(std::ifstream& instream);
std::string ReadString(std::istream& instream);
std::string ReadString(std::istream& instream, size_t size);
std::string ReadWString(std::istream& instream);
inline bool DoesFileExist(const std::string& name) {
std::ifstream f(name.c_str());

View File

@@ -0,0 +1,71 @@
#include <filesystem>
#include <string>
#include "BinaryPathFinder.h"
#include "dPlatforms.h"
#if defined(DARKFLAME_PLATFORM_WIN32)
#include <Windows.h>
#elif defined(DARKFLAME_PLATFORM_MACOS) || defined(DARKFLAME_PLATFORM_IOS)
#include <mach-o/dyld.h>
#elif defined(DARKFLAME_PLATFORM_FREEBSD)
#include <sys/types.h>
#include <sys/sysctl.h>
#include <stdlib.h>
#endif
std::filesystem::path BinaryPathFinder::binaryDir;
std::filesystem::path BinaryPathFinder::GetBinaryDir() {
if (!binaryDir.empty()) {
return binaryDir;
}
std::string pathStr;
// Derived from boost::dll::program_location, licensed under the Boost Software License: http://www.boost.org/LICENSE_1_0.txt
#if defined(DARKFLAME_PLATFORM_WIN32)
char path[MAX_PATH];
GetModuleFileName(NULL, path, MAX_PATH);
pathStr = std::string(path);
#elif defined(DARKFLAME_PLATFORM_MACOS) || defined(DARKFLAME_PLATFORM_IOS)
char path[1024];
uint32_t size = sizeof(path);
if (_NSGetExecutablePath(path, &size) == 0) {
pathStr = std::string(path);
} else {
// The filepath size is greater than our initial buffer size, so try again with the size
// that _NSGetExecutablePath told us it actually is
char *p = new char[size];
if (_NSGetExecutablePath(p, &size) != 0) {
throw std::runtime_error("Failed to get binary path from _NSGetExecutablePath");
}
pathStr = std::string(p);
delete[] p;
}
#elif defined(DARKFLAME_PLATFORM_FREEBSD)
int mib[4];
mib[0] = CTL_KERN;
mib[1] = KERN_PROC;
mib[2] = KERN_PROC_PATHNAME;
mib[3] = -1;
char buf[10240];
size_t cb = sizeof(buf);
sysctl(mib, 4, buf, &cb, NULL, 0);
pathStr = std::string(buf);
#else // DARKFLAME_PLATFORM_LINUX || DARKFLAME_PLATFORM_UNIX || DARKFLAME_PLATFORM_ANDROID
pathStr = std::filesystem::read_symlink("/proc/self/exe");
#endif
// Some methods like _NSGetExecutablePath could return a symlink
// Either way, we need to get the parent path because we want the directory, not the binary itself
// We also ensure that it is an absolute path so that it is valid if we need to construct a path
// to exucute on unix systems (eg sudo BinaryPathFinder::GetBinaryDir() / WorldServer)
if (std::filesystem::is_symlink(pathStr)) {
binaryDir = std::filesystem::absolute(std::filesystem::read_symlink(pathStr).parent_path());
} else {
binaryDir = std::filesystem::absolute(std::filesystem::path(pathStr).parent_path());
}
return binaryDir;
}

View File

@@ -0,0 +1,15 @@
#pragma once
#ifndef __BINARYPATHFINDER__H__
#define __BINARYPATHFINDER__H__
#include <filesystem>
class BinaryPathFinder {
private:
static std::filesystem::path binaryDir;
public:
static std::filesystem::path GetBinaryDir();
};
#endif //!__BINARYPATHFINDER__H__

180
dCommon/BrickByBrickFix.cpp Normal file
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@@ -0,0 +1,180 @@
#include "BrickByBrickFix.h"
#include <memory>
#include <iostream>
#include <sstream>
#include "tinyxml2.h"
#include "Database.h"
#include "Game.h"
#include "ZCompression.h"
#include "dLogger.h"
//! Forward declarations
std::unique_ptr<sql::ResultSet> GetModelsFromDatabase();
void WriteSd0Magic(char* input, uint32_t chunkSize);
bool CheckSd0Magic(sql::Blob* streamToCheck);
/**
* @brief Truncates all models with broken data from the database.
*
* @return The number of models deleted
*/
uint32_t BrickByBrickFix::TruncateBrokenBrickByBrickXml() {
uint32_t modelsTruncated{};
auto modelsToTruncate = GetModelsFromDatabase();
bool previousCommitValue = Database::GetAutoCommit();
Database::SetAutoCommit(false);
while (modelsToTruncate->next()) {
std::unique_ptr<sql::PreparedStatement> ugcModelToDelete(Database::CreatePreppedStmt("DELETE FROM ugc WHERE ugc.id = ?;"));
std::unique_ptr<sql::PreparedStatement> pcModelToDelete(Database::CreatePreppedStmt("DELETE FROM properties_contents WHERE ugc_id = ?;"));
std::string completeUncompressedModel{};
uint32_t chunkCount{};
uint64_t modelId = modelsToTruncate->getInt(1);
std::unique_ptr<sql::Blob> modelAsSd0(modelsToTruncate->getBlob(2));
// Check that header is sd0 by checking for the sd0 magic.
if (CheckSd0Magic(modelAsSd0.get())) {
while (true) {
uint32_t chunkSize{};
modelAsSd0->read(reinterpret_cast<char*>(&chunkSize), sizeof(uint32_t)); // Extract chunk size from istream
// Check if good here since if at the end of an sd0 file, this will have eof flagged.
if (!modelAsSd0->good()) break;
std::unique_ptr<uint8_t[]> compressedChunk(new uint8_t[chunkSize]);
for (uint32_t i = 0; i < chunkSize; i++) {
compressedChunk[i] = modelAsSd0->get();
}
// Ignore the valgrind warning about uninitialized values. These are discarded later when we know the actual uncompressed size.
std::unique_ptr<uint8_t[]> uncompressedChunk(new uint8_t[ZCompression::MAX_SD0_CHUNK_SIZE]);
int32_t err{};
int32_t actualUncompressedSize = ZCompression::Decompress(
compressedChunk.get(), chunkSize, uncompressedChunk.get(), ZCompression::MAX_SD0_CHUNK_SIZE, err);
if (actualUncompressedSize != -1) {
uint32_t previousSize = completeUncompressedModel.size();
completeUncompressedModel.append((char*)uncompressedChunk.get());
completeUncompressedModel.resize(previousSize + actualUncompressedSize);
} else {
Game::logger->Log("BrickByBrickFix", "Failed to inflate chunk %i for model %llu. Error: %i", chunkCount, modelId, err);
break;
}
chunkCount++;
}
std::unique_ptr<tinyxml2::XMLDocument> document = std::make_unique<tinyxml2::XMLDocument>();
if (!document) {
Game::logger->Log("BrickByBrickFix", "Failed to initialize tinyxml document. Aborting.");
return 0;
}
if (!(document->Parse(completeUncompressedModel.c_str(), completeUncompressedModel.size()) == tinyxml2::XML_SUCCESS)) {
if (completeUncompressedModel.find(
"</LXFML>",
completeUncompressedModel.length() >= 15 ? completeUncompressedModel.length() - 15 : 0) == std::string::npos
) {
Game::logger->Log("BrickByBrickFix",
"Brick-by-brick model %llu will be deleted!", modelId);
ugcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
pcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
ugcModelToDelete->execute();
pcModelToDelete->execute();
modelsTruncated++;
}
}
} else {
Game::logger->Log("BrickByBrickFix",
"Brick-by-brick model %llu will be deleted!", modelId);
ugcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
pcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
ugcModelToDelete->execute();
pcModelToDelete->execute();
modelsTruncated++;
}
}
Database::Commit();
Database::SetAutoCommit(previousCommitValue);
return modelsTruncated;
}
/**
* @brief Updates all current models in the database to have the Segmented Data 0 (SD0) format.
* Any models that do not start with zlib and best compression magic will not be updated.
*
* @return The number of models updated to SD0
*/
uint32_t BrickByBrickFix::UpdateBrickByBrickModelsToSd0() {
uint32_t updatedModels = 0;
auto modelsToUpdate = GetModelsFromDatabase();
auto previousAutoCommitState = Database::GetAutoCommit();
Database::SetAutoCommit(false);
std::unique_ptr<sql::PreparedStatement> insertionStatement(Database::CreatePreppedStmt("UPDATE ugc SET lxfml = ? WHERE id = ?;"));
while (modelsToUpdate->next()) {
int64_t modelId = modelsToUpdate->getInt64(1);
std::unique_ptr<sql::Blob> oldLxfml(modelsToUpdate->getBlob(2));
// Check if the stored blob starts with zlib magic (0x78 0xDA - best compression of zlib)
// If it does, convert it to sd0.
if (oldLxfml->get() == 0x78 && oldLxfml->get() == 0xDA) {
// Get and save size of zlib compressed chunk.
oldLxfml->seekg(0, std::ios::end);
uint32_t oldLxfmlSize = static_cast<uint32_t>(oldLxfml->tellg());
oldLxfml->seekg(0);
// Allocate 9 extra bytes. 5 for sd0 magic, 4 for the only zlib compressed size.
uint32_t oldLxfmlSizeWithHeader = oldLxfmlSize + 9;
std::unique_ptr<char[]> sd0ConvertedModel(new char[oldLxfmlSizeWithHeader]);
WriteSd0Magic(sd0ConvertedModel.get(), oldLxfmlSize);
for (uint32_t i = 9; i < oldLxfmlSizeWithHeader; i++) {
sd0ConvertedModel.get()[i] = oldLxfml->get();
}
std::string outputString(sd0ConvertedModel.get(), oldLxfmlSizeWithHeader);
std::istringstream outputStringStream(outputString);
insertionStatement->setBlob(1, static_cast<std::istream*>(&outputStringStream));
insertionStatement->setInt64(2, modelId);
try {
insertionStatement->executeUpdate();
Game::logger->Log("BrickByBrickFix", "Updated model %i to sd0", modelId);
updatedModels++;
} catch (sql::SQLException exception) {
Game::logger->Log(
"BrickByBrickFix",
"Failed to update model %i. This model should be inspected manually to see why."
"The database error is %s", modelId, exception.what());
}
}
}
Database::Commit();
Database::SetAutoCommit(previousAutoCommitState);
return updatedModels;
}
std::unique_ptr<sql::ResultSet> GetModelsFromDatabase() {
std::unique_ptr<sql::PreparedStatement> modelsRawDataQuery(Database::CreatePreppedStmt("SELECT id, lxfml FROM ugc;"));
return std::unique_ptr<sql::ResultSet>(modelsRawDataQuery->executeQuery());
}
/**
* @brief Writes sd0 magic at the front of a char*
*
* @param input the char* to write at the front of
* @param chunkSize The size of the first chunk to write the size of
*/
void WriteSd0Magic(char* input, uint32_t chunkSize) {
input[0] = 's';
input[1] = 'd';
input[2] = '0';
input[3] = 0x01;
input[4] = 0xFF;
*reinterpret_cast<uint32_t*>(input + 5) = chunkSize; // Write the integer to the character array
}
bool CheckSd0Magic(sql::Blob* streamToCheck) {
return streamToCheck->get() == 's' && streamToCheck->get() == 'd' && streamToCheck->get() == '0' && streamToCheck->get() == 0x01 && streamToCheck->get() == 0xFF;
}

20
dCommon/BrickByBrickFix.h Normal file
View File

@@ -0,0 +1,20 @@
#pragma once
#include <cstdint>
namespace BrickByBrickFix {
/**
* @brief Deletes all broken BrickByBrick models that have invalid XML
*
* @return The number of BrickByBrick models that were truncated
*/
uint32_t TruncateBrokenBrickByBrickXml();
/**
* @brief Updates all BrickByBrick models in the database to be
* in the sd0 format as opposed to a zlib compressed format.
*
* @return The number of BrickByBrick models that were updated
*/
uint32_t UpdateBrickByBrickModelsToSd0();
};

View File

@@ -13,15 +13,51 @@ set(DCOMMON_SOURCES "AMFFormat.cpp"
"NiQuaternion.cpp"
"SHA512.cpp"
"Type.cpp"
"ZCompression.cpp")
"ZCompression.cpp"
"BrickByBrickFix.cpp"
"BinaryPathFinder.cpp"
"FdbToSqlite.cpp"
)
add_subdirectory(dClient)
foreach(file ${DCOMMON_DCLIENT_SOURCES})
set(DCOMMON_SOURCES ${DCOMMON_SOURCES} "dClient/${file}")
endforeach()
include_directories(${PROJECT_SOURCE_DIR}/dCommon/)
add_library(dCommon STATIC ${DCOMMON_SOURCES})
target_link_libraries(dCommon bcrypt)
target_link_libraries(dCommon bcrypt dDatabase tinyxml2)
if (UNIX)
find_package(ZLIB REQUIRED)
target_link_libraries(dCommon ZLIB::ZLIB)
endif()
elseif (WIN32)
include(FetchContent)
# TODO Keep an eye on the zlib repository for an update to disable testing. Don't forget to update CMakePresets
FetchContent_Declare(
zlib
URL https://github.com/madler/zlib/archive/refs/tags/v1.2.11.zip
URL_HASH MD5=9d6a627693163bbbf3f26403a3a0b0b1
)
# Disable warning about no project version.
set(CMAKE_POLICY_DEFAULT_CMP0048 NEW)
# Disable warning about the minimum version of cmake used for bcrypt being deprecated in the future
set(CMAKE_WARN_DEPRECATED OFF CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(zlib)
set(ZLIB_INCLUDE_DIRS ${zlib_SOURCE_DIR} ${zlib_BINARY_DIR})
set_target_properties(zlib PROPERTIES INTERFACE_INCLUDE_DIRECTORIES "${ZLIB_INCLUDE_DIRS}")
add_library(ZLIB::ZLIB ALIAS zlib)
else ()
message(
FATAL_ERROR
"This platform does not have a way to use zlib.\nCreate an issue on GitHub with your build system so it can be configured."
)
endif ()
target_link_libraries(dCommon ZLIB::ZLIB)

View File

@@ -1,4 +1,6 @@
#include "Diagnostics.h"
#include "Game.h"
#include "dLogger.h"
// If we're on Win32, we'll include our minidump writer
#ifdef _WIN32
@@ -26,7 +28,7 @@ void make_minidump(EXCEPTION_POINTERS* e) {
"_%4d%02d%02d_%02d%02d%02d.dmp",
t.wYear, t.wMonth, t.wDay, t.wHour, t.wMinute, t.wSecond);
}
Game::logger->Log("Diagnostics", "Creating crash dump %s", name);
auto hFile = CreateFileA(name, GENERIC_WRITE, FILE_SHARE_READ, 0, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0);
if (hFile == INVALID_HANDLE_VALUE)
return;
@@ -81,6 +83,7 @@ struct bt_ctx {
static inline void Bt(struct backtrace_state* state) {
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
Game::logger->Log("Diagnostics", "backtrace is enabled, crash dump located at %s", fileName.c_str());
FILE* file = fopen(fileName.c_str(), "w+");
if (file != nullptr) {
backtrace_print(state, 2, file);
@@ -114,6 +117,8 @@ void GenerateDump() {
void CatchUnhandled(int sig) {
#ifndef __include_backtrace__
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
Game::logger->Log("Diagnostics", "Encountered signal %i, creating crash dump %s", sig, fileName.c_str());
if (Diagnostics::GetProduceMemoryDump()) {
GenerateDump();
}
@@ -124,7 +129,6 @@ void CatchUnhandled(int sig) {
// get void*'s for all entries on the stack
size = backtrace(array, 10);
printf("Fatal error %i\nStacktrace:\n", sig);
#if defined(__GNUG__) and defined(__dynamic)
// Loop through the returned addresses, and get the symbols to be demangled
@@ -142,19 +146,18 @@ void CatchUnhandled(int sig) {
demangled = demangle(functionName.c_str());
if (demangled.empty()) {
printf("[%02zu] %s\n", i, demangled.c_str());
Game::logger->Log("Diagnostics", "[%02zu] %s", i, demangled.c_str());
} else {
printf("[%02zu] %s\n", i, functionName.c_str());
Game::logger->Log("Diagnostics", "[%02zu] %s", i, functionName.c_str());
}
} else {
printf("[%02zu] %s\n", i, functionName.c_str());
Game::logger->Log("Diagnostics", "[%02zu] %s", i, functionName.c_str());
}
}
#else
backtrace_symbols_fd(array, size, STDOUT_FILENO);
#endif
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
FILE* file = fopen(fileName.c_str(), "w+");
if (file != NULL) {
// print out all the frames to stderr

247
dCommon/FdbToSqlite.cpp Normal file
View File

@@ -0,0 +1,247 @@
#include "FdbToSqlite.h"
#include <map>
#include <fstream>
#include <cassert>
#include <iomanip>
#include "BinaryIO.h"
#include "CDClientDatabase.h"
#include "GeneralUtils.h"
#include "Game.h"
#include "dLogger.h"
#include "AssetManager.h"
#include "eSqliteDataType.h"
std::map<eSqliteDataType, std::string> FdbToSqlite::Convert::m_SqliteType = {
{ eSqliteDataType::NONE, "none"},
{ eSqliteDataType::INT32, "int32"},
{ eSqliteDataType::REAL, "real"},
{ eSqliteDataType::TEXT_4, "text_4"},
{ eSqliteDataType::INT_BOOL, "int_bool"},
{ eSqliteDataType::INT64, "int64"},
{ eSqliteDataType::TEXT_8, "text_8"}
};
FdbToSqlite::Convert::Convert(std::string binaryOutPath) {
this->m_BinaryOutPath = binaryOutPath;
}
bool FdbToSqlite::Convert::ConvertDatabase(AssetMemoryBuffer& buffer) {
if (m_ConversionStarted) return false;
std::istream cdClientBuffer(&buffer);
this->m_ConversionStarted = true;
try {
CDClientDatabase::Connect(m_BinaryOutPath + "/CDServer.sqlite");
CDClientDatabase::ExecuteQuery("BEGIN TRANSACTION;");
int32_t numberOfTables = ReadInt32(cdClientBuffer);
ReadTables(numberOfTables, cdClientBuffer);
CDClientDatabase::ExecuteQuery("COMMIT;");
} catch (CppSQLite3Exception& e) {
Game::logger->Log("FdbToSqlite", "Encountered error %s converting FDB to SQLite", e.errorMessage());
return false;
}
return true;
}
int32_t FdbToSqlite::Convert::ReadInt32(std::istream& cdClientBuffer) {
int32_t nextInt{};
BinaryIO::BinaryRead(cdClientBuffer, nextInt);
return nextInt;
}
int64_t FdbToSqlite::Convert::ReadInt64(std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int64_t value{};
BinaryIO::BinaryRead(cdClientBuffer, value);
cdClientBuffer.seekg(prevPosition);
return value;
}
std::string FdbToSqlite::Convert::ReadString(std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
auto readString = BinaryIO::ReadString(cdClientBuffer);
cdClientBuffer.seekg(prevPosition);
return readString;
}
int32_t FdbToSqlite::Convert::SeekPointer(std::istream& cdClientBuffer) {
int32_t position{};
BinaryIO::BinaryRead(cdClientBuffer, position);
int32_t prevPosition = cdClientBuffer.tellg();
cdClientBuffer.seekg(position);
return prevPosition;
}
std::string FdbToSqlite::Convert::ReadColumnHeader(std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t numberOfColumns = ReadInt32(cdClientBuffer);
std::string tableName = ReadString(cdClientBuffer);
auto columns = ReadColumns(numberOfColumns, cdClientBuffer);
std::string newTable = "CREATE TABLE IF NOT EXISTS '" + tableName + "' (" + columns + ");";
CDClientDatabase::ExecuteDML(newTable);
cdClientBuffer.seekg(prevPosition);
return tableName;
}
void FdbToSqlite::Convert::ReadTables(int32_t& numberOfTables, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
for (int32_t i = 0; i < numberOfTables; i++) {
auto columnHeader = ReadColumnHeader(cdClientBuffer);
ReadRowHeader(columnHeader, cdClientBuffer);
}
cdClientBuffer.seekg(prevPosition);
}
std::string FdbToSqlite::Convert::ReadColumns(int32_t& numberOfColumns, std::istream& cdClientBuffer) {
std::stringstream columnsToCreate;
int32_t prevPosition = SeekPointer(cdClientBuffer);
std::string name{};
eSqliteDataType dataType{};
for (int32_t i = 0; i < numberOfColumns; i++) {
if (i != 0) columnsToCreate << ", ";
dataType = static_cast<eSqliteDataType>(ReadInt32(cdClientBuffer));
name = ReadString(cdClientBuffer);
columnsToCreate << "'" << name << "' " << FdbToSqlite::Convert::m_SqliteType[dataType];
}
cdClientBuffer.seekg(prevPosition);
return columnsToCreate.str();
}
void FdbToSqlite::Convert::ReadRowHeader(std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t numberOfAllocatedRows = ReadInt32(cdClientBuffer);
if (numberOfAllocatedRows != 0) assert((numberOfAllocatedRows & (numberOfAllocatedRows - 1)) == 0); // assert power of 2 allocation size
ReadRows(numberOfAllocatedRows, tableName, cdClientBuffer);
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRows(int32_t& numberOfAllocatedRows, std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t rowid = 0;
for (int32_t row = 0; row < numberOfAllocatedRows; row++) {
int32_t rowPointer = ReadInt32(cdClientBuffer);
if (rowPointer == -1) rowid++;
else ReadRow(rowPointer, tableName, cdClientBuffer);
}
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRow(int32_t& position, std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = cdClientBuffer.tellg();
cdClientBuffer.seekg(position);
while (true) {
ReadRowInfo(tableName, cdClientBuffer);
int32_t linked = ReadInt32(cdClientBuffer);
if (linked == -1) break;
cdClientBuffer.seekg(linked);
}
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRowInfo(std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t numberOfColumns = ReadInt32(cdClientBuffer);
ReadRowValues(numberOfColumns, tableName, cdClientBuffer);
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRowValues(int32_t& numberOfColumns, std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t emptyValue{};
int32_t intValue{};
float_t floatValue{};
std::string stringValue{};
int32_t boolValue{};
int64_t int64Value{};
bool insertedFirstEntry = false;
std::stringstream insertedRow;
insertedRow << "INSERT INTO " << tableName << " values (";
for (int32_t i = 0; i < numberOfColumns; i++) {
if (i != 0) insertedRow << ", "; // Only append comma and space after first entry in row.
switch (static_cast<eSqliteDataType>(ReadInt32(cdClientBuffer))) {
case eSqliteDataType::NONE:
BinaryIO::BinaryRead(cdClientBuffer, emptyValue);
assert(emptyValue == 0);
insertedRow << "NULL";
break;
case eSqliteDataType::INT32:
intValue = ReadInt32(cdClientBuffer);
insertedRow << intValue;
break;
case eSqliteDataType::REAL:
BinaryIO::BinaryRead(cdClientBuffer, floatValue);
insertedRow << std::fixed << std::setprecision(34) << floatValue; // maximum precision of floating point number
break;
case eSqliteDataType::TEXT_4:
case eSqliteDataType::TEXT_8: {
stringValue = ReadString(cdClientBuffer);
size_t position = 0;
// Need to escape quote with a double of ".
while (position < stringValue.size()) {
if (stringValue.at(position) == '\"') {
stringValue.insert(position, "\"");
position++;
}
position++;
}
insertedRow << "\"" << stringValue << "\"";
break;
}
case eSqliteDataType::INT_BOOL:
BinaryIO::BinaryRead(cdClientBuffer, boolValue);
insertedRow << static_cast<bool>(boolValue);
break;
case eSqliteDataType::INT64:
int64Value = ReadInt64(cdClientBuffer);
insertedRow << std::to_string(int64Value);
break;
default:
throw std::invalid_argument("Unsupported SQLite type encountered.");
break;
}
}
insertedRow << ");";
auto copiedString = insertedRow.str();
CDClientDatabase::ExecuteDML(copiedString);
cdClientBuffer.seekg(prevPosition);
}

145
dCommon/FdbToSqlite.h Normal file
View File

@@ -0,0 +1,145 @@
#ifndef __FDBTOSQLITE__H__
#define __FDBTOSQLITE__H__
#pragma once
#include <cstdint>
#include <iosfwd>
#include <map>
class AssetMemoryBuffer;
enum class eSqliteDataType : int32_t;
namespace FdbToSqlite {
class Convert {
public:
/**
* Create a new convert object with an input .fdb file and an output binary path.
*
* @param inputFile The file which ends in .fdb to be converted
* @param binaryPath The base path where the file will be saved
*/
Convert(std::string binaryOutPath);
/**
* Converts the input file to sqlite. Calling multiple times is safe.
*
* @return true if the database was converted properly, false otherwise.
*/
bool ConvertDatabase(AssetMemoryBuffer& buffer);
/**
* @brief Reads a 32 bit int from the fdb file.
*
* @return The read value
*/
int32_t ReadInt32(std::istream& cdClientBuffer);
/**
* @brief Reads a 64 bit integer from the fdb file.
*
* @return The read value
*/
int64_t ReadInt64(std::istream& cdClientBuffer);
/**
* @brief Reads a string from the fdb file.
*
* @return The read string
*
* TODO This needs to be translated to latin-1!
*/
std::string ReadString(std::istream& cdClientBuffer);
/**
* @brief Seeks to a pointer position.
*
* @return The previous position before the seek
*/
int32_t SeekPointer(std::istream& cdClientBuffer);
/**
* @brief Reads a column header from the fdb file and creates the table in the database
*
* @return The table name
*/
std::string ReadColumnHeader(std::istream& cdClientBuffer);
/**
* @brief Read the tables from the fdb file.
*
* @param numberOfTables The number of tables to read
*/
void ReadTables(int32_t& numberOfTables, std::istream& cdClientBuffer);
/**
* @brief Reads the columns from the fdb file.
*
* @param numberOfColumns The number of columns to read
* @return All columns of the table formatted for a sql query
*/
std::string ReadColumns(int32_t& numberOfColumns, std::istream& cdClientBuffer);
/**
* @brief Reads the row header from the fdb file.
*
* @param tableName The tables name
*/
void ReadRowHeader(std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Read the rows from the fdb file.,
*
* @param numberOfAllocatedRows The number of rows that were allocated. Always a power of 2!
* @param tableName The tables name.
*/
void ReadRows(int32_t& numberOfAllocatedRows, std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Reads a row from the fdb file.
*
* @param position The position to seek in the fdb to
* @param tableName The tables name
*/
void ReadRow(int32_t& position, std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Reads the row info from the fdb file.
*
* @param tableName The tables name
*/
void ReadRowInfo(std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Reads each row and its values from the fdb file and inserts them into the database
*
* @param numberOfColumns The number of columns to read in
* @param tableName The tables name
*/
void ReadRowValues(int32_t& numberOfColumns, std::string& tableName, std::istream& cdClientBuffer);
private:
/**
* Maps each sqlite data type to its string equivalent.
*/
static std::map<eSqliteDataType, std::string> m_SqliteType;
/**
* Base path of the folder containing the fdb file
*/
std::string m_BasePath{};
/**
* Whether or not a conversion was started. If one was started, do not attempt to convert the file again.
*/
bool m_ConversionStarted{};
/**
* The path where the CDServer will be stored
*/
std::string m_BinaryOutPath{};
}; //! class FdbToSqlite
}; //! namespace FdbToSqlite
#endif //!__FDBTOSQLITE__H__

View File

@@ -5,22 +5,21 @@
class dServer;
class dLogger;
class InstanceManager;
class dpWorld;
class dChatFilter;
class dConfig;
class dLocale;
class RakPeerInterface;
class AssetManager;
struct SystemAddress;
namespace Game {
extern dLogger* logger;
extern dServer* server;
extern InstanceManager* im;
extern dpWorld* physicsWorld;
extern dChatFilter* chatFilter;
extern dConfig* config;
extern dLocale* locale;
extern std::mt19937 randomEngine;
extern RakPeerInterface* chatServer;
extern AssetManager* assetManager;
extern SystemAddress chatSysAddr;
extern bool shouldShutdown;
}

View File

@@ -4,6 +4,8 @@
#include <cstdint>
#include <cassert>
#include <algorithm>
#include <filesystem>
#include <map>
template <typename T>
inline size_t MinSize(size_t size, const std::basic_string_view<T>& string) {
@@ -50,6 +52,7 @@ bool _IsSuffixChar(uint8_t c) {
bool GeneralUtils::_NextUTF8Char(std::string_view& slice, uint32_t& out) {
size_t rem = slice.length();
if (slice.empty()) return false;
const uint8_t* bytes = (const uint8_t*)&slice.front();
if (rem > 0) {
uint8_t first = bytes[0];
@@ -289,51 +292,30 @@ std::u16string GeneralUtils::ReadWString(RakNet::BitStream* inStream) {
return string;
}
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
std::vector<std::string> GeneralUtils::GetFileNamesFromFolder(const std::string& folder) {
std::vector<std::string> names;
std::string search_path = folder + "/*.*";
WIN32_FIND_DATA fd;
HANDLE hFind = ::FindFirstFile(search_path.c_str(), &fd);
if (hFind != INVALID_HANDLE_VALUE) {
do {
if (!(fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)) {
names.push_back(fd.cFileName);
}
} while (::FindNextFile(hFind, &fd));
::FindClose(hFind);
}
return names;
}
#else
#include <stdio.h>
#include <dirent.h>
#include <sys/types.h>
#include <iostream>
#include <vector>
#include <cstring>
std::vector<std::string> GeneralUtils::GetFileNamesFromFolder(const std::string& folder) {
std::vector<std::string> names;
struct dirent* entry;
DIR* dir = opendir(folder.c_str());
if (dir == NULL) {
return names;
std::vector<std::string> GeneralUtils::GetSqlFileNamesFromFolder(const std::string& folder) {
// Because we dont know how large the initial number before the first _ is we need to make it a map like so.
std::map<uint32_t, std::string> filenames{};
for (auto& t : std::filesystem::directory_iterator(folder)) {
auto filename = t.path().filename().string();
auto index = std::stoi(GeneralUtils::SplitString(filename, '_').at(0));
filenames.insert(std::make_pair(index, filename));
}
while ((entry = readdir(dir)) != NULL) {
std::string value(entry->d_name, strlen(entry->d_name));
if (value == "." || value == "..") {
continue;
// Now sort the map by the oldest migration.
std::vector<std::string> sortedFiles{};
auto fileIterator = filenames.begin();
std::map<uint32_t, std::string>::iterator oldest = filenames.begin();
while (!filenames.empty()) {
if (fileIterator == filenames.end()) {
sortedFiles.push_back(oldest->second);
filenames.erase(oldest);
fileIterator = filenames.begin();
oldest = filenames.begin();
continue;
}
names.push_back(value);
if (oldest->first > fileIterator->first) oldest = fileIterator;
fileIterator++;
}
closedir(dir);
return names;
return sortedFiles;
}
#endif

View File

@@ -12,6 +12,10 @@
#include <BitStream.h>
#include "Game.h"
#include "dLogger.h"
enum eInventoryType : uint32_t;
enum class eReplicaComponentType : uint32_t;
/*!
\file GeneralUtils.hpp
@@ -138,7 +142,7 @@ namespace GeneralUtils {
std::vector<std::string> SplitString(const std::string& str, char delimiter);
std::vector<std::string> GetFileNamesFromFolder(const std::string& folder);
std::vector<std::string> GetSqlFileNamesFromFolder(const std::string& folder);
template <typename T>
T Parse(const char* value);
@@ -173,6 +177,16 @@ namespace GeneralUtils {
return std::stoull(value);
}
template <>
inline eInventoryType Parse(const char* value) {
return static_cast<eInventoryType>(std::stoul(value));
}
template <>
inline eReplicaComponentType Parse(const char* value) {
return static_cast<eReplicaComponentType>(std::stoul(value));
}
template <typename T>
bool TryParse(const char* value, T& dst) {
try {

View File

@@ -1,42 +0,0 @@
#pragma once
#include <cstdint>
/**
* Bitmap of permissions and restrictions for characters.
*/
enum class PermissionMap : uint64_t
{
/**
* Reserved for future use, bit 0-3.
*/
/**
* The character has restricted trade acccess, bit 4.
*/
RestrictedTradeAccess = 0x1 << 4,
/**
* The character has restricted mail access, bit 5.
*/
RestrictedMailAccess = 0x1 << 5,
/**
* The character has restricted chat access, bit 6.
*/
RestrictedChatAccess = 0x1 << 6,
//
// Combined permissions
//
/**
* The character is marked as 'old', restricted from trade and mail.
*/
Old = RestrictedTradeAccess | RestrictedMailAccess,
/**
* The character is soft banned, restricted from trade, mail, and chat.
*/
SoftBanned = RestrictedTradeAccess | RestrictedMailAccess | RestrictedChatAccess,
};

View File

@@ -1,7 +1,5 @@
#include "ZCompression.h"
#ifndef _WIN32
#include <zlib.h>
namespace ZCompression {
@@ -27,7 +25,6 @@ namespace ZCompression {
}
deflateEnd(&zInfo); // zlib function
return(nRet);
}
int32_t Decompress(const uint8_t* abSrc, int32_t nLenSrc, uint8_t* abDst, int32_t nLenDst, int32_t& nErr) {
@@ -48,26 +45,6 @@ namespace ZCompression {
}
inflateEnd(&zInfo); // zlib function
return(nRet);
/*
z_stream zInfo = { 0 };
zInfo.total_in = zInfo.avail_in = nLenSrc;
zInfo.total_out = zInfo.avail_out = nLenDst;
zInfo.next_in = const_cast<Bytef*>(abSrc);
zInfo.next_out = const_cast<Bytef*>(abDst);
int nRet = -1;
nErr = inflateInit(&zInfo); // zlib function
if (nErr == Z_OK) {
nErr = inflate(&zInfo, Z_FINISH); // zlib function
if (nErr == Z_STREAM_END) {
nRet = zInfo.total_out;
}
}
inflateEnd(&zInfo); // zlib function
return(nRet); // -1 or len of output
*/
}
}
#endif

View File

@@ -2,16 +2,17 @@
#include <cstdint>
#include "dPlatforms.h"
#ifndef DARKFLAME_PLATFORM_WIN32
namespace ZCompression {
int32_t GetMaxCompressedLength(int32_t nLenSrc);
int32_t Compress(const uint8_t* abSrc, int32_t nLenSrc, uint8_t* abDst, int32_t nLenDst);
int32_t Decompress(const uint8_t* abSrc, int32_t nLenSrc, uint8_t* abDst, int32_t nLenDst, int32_t& nErr);
/**
* @brief Max size of an inflated sd0 zlib chunk
*
*/
constexpr uint32_t MAX_SD0_CHUNK_SIZE = 1024 * 256;
}
#endif

View File

@@ -0,0 +1,179 @@
#include <filesystem>
#include "AssetManager.h"
#include "Game.h"
#include "dLogger.h"
#include <zlib.h>
AssetManager::AssetManager(const std::filesystem::path& path) {
if (!std::filesystem::is_directory(path)) {
throw std::runtime_error("Attempted to load asset bundle (" + path.string() + ") however it is not a valid directory.");
}
m_Path = path;
if (std::filesystem::exists(m_Path / "client") && std::filesystem::exists(m_Path / "versions")) {
m_AssetBundleType = eAssetBundleType::Packed;
m_RootPath = m_Path;
m_ResPath = (m_Path / "client" / "res");
} else if (std::filesystem::exists(m_Path / ".." / "versions") && std::filesystem::exists(m_Path / "res")) {
m_AssetBundleType = eAssetBundleType::Packed;
m_RootPath = (m_Path / "..");
m_ResPath = (m_Path / "res");
} else if (std::filesystem::exists(m_Path / "pack") && std::filesystem::exists(m_Path / ".." / ".." / "versions")) {
m_AssetBundleType = eAssetBundleType::Packed;
m_RootPath = (m_Path / ".." / "..");
m_ResPath = m_Path;
} else if ((std::filesystem::exists(m_Path / "res" / "cdclient.fdb") || std::filesystem::exists(m_Path / "res" / "CDServer.sqlite")) && !std::filesystem::exists(m_Path / "res" / "pack")) {
m_AssetBundleType = eAssetBundleType::Unpacked;
m_ResPath = (m_Path / "res");
} else if ((std::filesystem::exists(m_Path / "cdclient.fdb") || std::filesystem::exists(m_Path / "CDServer.sqlite")) && !std::filesystem::exists(m_Path / "pack")) {
m_AssetBundleType = eAssetBundleType::Unpacked;
m_ResPath = m_Path;
}
if (m_AssetBundleType == eAssetBundleType::None) {
throw std::runtime_error("Failed to identify client type, cannot read client data.");
}
switch (m_AssetBundleType) {
case eAssetBundleType::Packed: {
this->LoadPackIndex();
break;
}
}
}
void AssetManager::LoadPackIndex() {
m_PackIndex = new PackIndex(m_RootPath);
}
std::filesystem::path AssetManager::GetResPath() {
return m_ResPath;
}
eAssetBundleType AssetManager::GetAssetBundleType() {
return m_AssetBundleType;
}
bool AssetManager::HasFile(const char* name) {
auto fixedName = std::string(name);
std::transform(fixedName.begin(), fixedName.end(), fixedName.begin(), [](uint8_t c) { return std::tolower(c); });
// Special case for unpacked client have BrickModels in upper case
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) GeneralUtils::ReplaceInString(fixedName, "brickmodels", "BrickModels");
std::replace(fixedName.begin(), fixedName.end(), '\\', '/');
if (std::filesystem::exists(m_ResPath / fixedName)) return true;
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) return false;
std::replace(fixedName.begin(), fixedName.end(), '/', '\\');
if (fixedName.rfind("client\\res\\", 0) != 0) fixedName = "client\\res\\" + fixedName;
uint32_t crc = crc32b(0xFFFFFFFF, (uint8_t*)fixedName.c_str(), fixedName.size());
crc = crc32b(crc, (Bytef*)"\0\0\0\0", 4);
for (const auto& item : this->m_PackIndex->GetPackFileIndices()) {
if (item.m_Crc == crc) {
return true;
}
}
return false;
}
bool AssetManager::GetFile(const char* name, char** data, uint32_t* len) {
auto fixedName = std::string(name);
std::transform(fixedName.begin(), fixedName.end(), fixedName.begin(), [](uint8_t c) { return std::tolower(c); });
std::replace(fixedName.begin(), fixedName.end(), '\\', '/'); // On the off chance someone has the wrong slashes, force forward slashes
// Special case for unpacked client have BrickModels in upper case
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) GeneralUtils::ReplaceInString(fixedName, "brickmodels", "BrickModels");
if (std::filesystem::exists(m_ResPath / fixedName)) {
FILE* file;
#ifdef _WIN32
fopen_s(&file, (m_ResPath / fixedName).string().c_str(), "rb");
#elif __APPLE__
// macOS has 64bit file IO by default
file = fopen((m_ResPath / fixedName).string().c_str(), "rb");
#else
file = fopen64((m_ResPath / fixedName).string().c_str(), "rb");
#endif
fseek(file, 0, SEEK_END);
*len = ftell(file);
*data = (char*)malloc(*len);
fseek(file, 0, SEEK_SET);
fread(*data, sizeof(uint8_t), *len, file);
fclose(file);
return true;
}
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) return false;
// The crc in side of the pack always uses backslashes, so we need to convert them again...
std::replace(fixedName.begin(), fixedName.end(), '/', '\\');
if (fixedName.rfind("client\\res\\", 0) != 0) {
fixedName = "client\\res\\" + fixedName;
}
int32_t packIndex = -1;
uint32_t crc = crc32b(0xFFFFFFFF, (uint8_t*)fixedName.c_str(), fixedName.size());
crc = crc32b(crc, (Bytef*)"\0\0\0\0", 4);
for (const auto& item : this->m_PackIndex->GetPackFileIndices()) {
if (item.m_Crc == crc) {
packIndex = item.m_PackFileIndex;
crc = item.m_Crc;
break;
}
}
if (packIndex == -1 || !crc) {
return false;
}
auto packs = this->m_PackIndex->GetPacks();
auto* pack = packs.at(packIndex);
bool success = pack->ReadFileFromPack(crc, data, len);
return success;
}
AssetMemoryBuffer AssetManager::GetFileAsBuffer(const char* name) {
char* buf;
uint32_t len;
bool success = this->GetFile(name, &buf, &len);
return AssetMemoryBuffer(buf, len, success);
}
uint32_t AssetManager::crc32b(uint32_t base, uint8_t* message, size_t l) {
size_t i, j;
uint32_t crc, msb;
crc = base;
for (i = 0; i < l; i++) {
// xor next byte to upper bits of crc
crc ^= (((unsigned int)message[i]) << 24);
for (j = 0; j < 8; j++) { // Do eight times.
msb = crc >> 31;
crc <<= 1;
crc ^= (0 - msb) & 0x04C11DB7;
}
}
return crc; // don't complement crc on output
}
AssetManager::~AssetManager() {
delete m_PackIndex;
}

View File

@@ -0,0 +1,77 @@
#pragma once
#include <string>
#include <vector>
#include <unordered_map>
#include <filesystem>
#include "Pack.h"
#include "PackIndex.h"
enum class eAssetBundleType {
None,
Unpacked,
Packed
};
struct AssetMemoryBuffer : std::streambuf {
char* m_Base;
bool m_Success;
AssetMemoryBuffer(char* base, std::ptrdiff_t n, bool success) {
m_Base = base;
m_Success = success;
if (!m_Success) return;
this->setg(base, base, base + n);
}
pos_type seekpos(pos_type sp, std::ios_base::openmode which) override {
return seekoff(sp - pos_type(off_type(0)), std::ios_base::beg, which);
}
pos_type seekoff(off_type off,
std::ios_base::seekdir dir,
std::ios_base::openmode which = std::ios_base::in) override {
if (dir == std::ios_base::cur)
gbump(off);
else if (dir == std::ios_base::end)
setg(eback(), egptr() + off, egptr());
else if (dir == std::ios_base::beg)
setg(eback(), eback() + off, egptr());
return gptr() - eback();
}
void close() {
delete m_Base;
}
};
class AssetManager {
public:
AssetManager(const std::filesystem::path& path);
~AssetManager();
std::filesystem::path GetResPath();
eAssetBundleType GetAssetBundleType();
bool HasFile(const char* name);
bool GetFile(const char* name, char** data, uint32_t* len);
AssetMemoryBuffer GetFileAsBuffer(const char* name);
private:
void LoadPackIndex();
// Modified crc algorithm (mpeg2)
// Reference: https://stackoverflow.com/questions/54339800/how-to-modify-crc-32-to-crc-32-mpeg-2
inline uint32_t crc32b(uint32_t base, uint8_t* message, size_t l);
bool m_SuccessfullyLoaded;
std::filesystem::path m_Path;
std::filesystem::path m_RootPath;
std::filesystem::path m_ResPath;
eAssetBundleType m_AssetBundleType = eAssetBundleType::None;
PackIndex* m_PackIndex;
};

View File

@@ -0,0 +1,6 @@
set(DCOMMON_DCLIENT_SOURCES
"PackIndex.cpp"
"Pack.cpp"
"AssetManager.cpp"
PARENT_SCOPE
)

119
dCommon/dClient/Pack.cpp Normal file
View File

@@ -0,0 +1,119 @@
#include "Pack.h"
#include "BinaryIO.h"
#include "ZCompression.h"
Pack::Pack(const std::filesystem::path& filePath) {
m_FilePath = filePath;
if (!std::filesystem::exists(filePath)) {
return;
}
m_FileStream = std::ifstream(filePath, std::ios::in | std::ios::binary);
m_FileStream.read(m_Version, 7);
m_FileStream.seekg(-8, std::ios::end); // move file pointer to 8 bytes before the end (location of the address of the record count)
uint32_t recordCountPos = 0;
BinaryIO::BinaryRead<uint32_t>(m_FileStream, recordCountPos);
m_FileStream.seekg(recordCountPos, std::ios::beg);
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_RecordCount);
for (int i = 0; i < m_RecordCount; i++) {
PackRecord record;
BinaryIO::BinaryRead<PackRecord>(m_FileStream, record);
m_Records.push_back(record);
}
m_FileStream.close();
}
bool Pack::HasFile(uint32_t crc) {
for (const auto& record : m_Records) {
if (record.m_Crc == crc) {
return true;
}
}
return false;
}
bool Pack::ReadFileFromPack(uint32_t crc, char** data, uint32_t* len) {
// Time for some wacky C file reading for speed reasons
PackRecord pkRecord{};
for (const auto& record : m_Records) {
if (record.m_Crc == crc) {
pkRecord = record;
break;
}
}
if (pkRecord.m_Crc == 0) return false;
size_t pos = 0;
pos += pkRecord.m_FilePointer;
bool isCompressed = (pkRecord.m_IsCompressed & 0xff) > 0;
auto inPackSize = isCompressed ? pkRecord.m_CompressedSize : pkRecord.m_UncompressedSize;
FILE* file;
#ifdef _WIN32
fopen_s(&file, m_FilePath.string().c_str(), "rb");
#elif __APPLE__
// macOS has 64bit file IO by default
file = fopen(m_FilePath.string().c_str(), "rb");
#else
file = fopen64(m_FilePath.string().c_str(), "rb");
#endif
fseek(file, pos, SEEK_SET);
if (!isCompressed) {
char* tempData = (char*)malloc(pkRecord.m_UncompressedSize);
fread(tempData, sizeof(uint8_t), pkRecord.m_UncompressedSize, file);
*data = tempData;
*len = pkRecord.m_UncompressedSize;
fclose(file);
return true;
}
pos += 5; // skip header
fseek(file, pos, SEEK_SET);
char* decompressedData = (char*)malloc(pkRecord.m_UncompressedSize);
uint32_t currentReadPos = 0;
while (true) {
if (currentReadPos >= pkRecord.m_UncompressedSize) break;
uint32_t size;
fread(&size, sizeof(uint32_t), 1, file);
pos += 4; // Move pointer position 4 to the right
char* chunk = (char*)malloc(size);
fread(chunk, sizeof(int8_t), size, file);
pos += size; // Move pointer position the amount of bytes read to the right
int32_t err;
currentReadPos += ZCompression::Decompress((uint8_t*)chunk, size, reinterpret_cast<uint8_t*>(decompressedData + currentReadPos), ZCompression::MAX_SD0_CHUNK_SIZE, err);
free(chunk);
}
*data = decompressedData;
*len = pkRecord.m_UncompressedSize;
fclose(file);
return true;
}

38
dCommon/dClient/Pack.h Normal file
View File

@@ -0,0 +1,38 @@
#pragma once
#include <vector>
#include <string>
#include <filesystem>
#pragma pack(push, 1)
struct PackRecord {
uint32_t m_Crc;
int32_t m_LowerCrc;
int32_t m_UpperCrc;
uint32_t m_UncompressedSize;
char m_UncompressedHash[32];
uint32_t m_Padding1;
uint32_t m_CompressedSize;
char m_CompressedHash[32];
uint32_t m_Padding2;
uint32_t m_FilePointer;
uint32_t m_IsCompressed; // u32 bool
};
#pragma pack(pop)
class Pack {
public:
Pack(const std::filesystem::path& filePath);
~Pack() = default;
bool HasFile(uint32_t crc);
bool ReadFileFromPack(uint32_t crc, char** data, uint32_t* len);
private:
std::ifstream m_FileStream;
std::filesystem::path m_FilePath;
char m_Version[7];
uint32_t m_RecordCount;
std::vector<PackRecord> m_Records;
};

View File

@@ -0,0 +1,54 @@
#include "PackIndex.h"
#include "BinaryIO.h"
#include "Game.h"
#include "dLogger.h"
PackIndex::PackIndex(const std::filesystem::path& filePath) {
m_FileStream = std::ifstream(filePath / "versions" / "primary.pki", std::ios::in | std::ios::binary);
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_Version);
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_PackPathCount);
for (int i = 0; i < m_PackPathCount; i++) {
uint32_t stringLen = 0;
BinaryIO::BinaryRead<uint32_t>(m_FileStream, stringLen);
std::string path;
for (int j = 0; j < stringLen; j++) {
char inChar;
BinaryIO::BinaryRead<char>(m_FileStream, inChar);
path += inChar;
}
m_PackPaths.push_back(path);
}
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_PackFileIndexCount);
for (int i = 0; i < m_PackFileIndexCount; i++) {
PackFileIndex packFileIndex;
BinaryIO::BinaryRead<PackFileIndex>(m_FileStream, packFileIndex);
m_PackFileIndices.push_back(packFileIndex);
}
Game::logger->Log("PackIndex", "Loaded pack catalog with %i pack files and %i files", m_PackPaths.size(), m_PackFileIndices.size());
for (auto& item : m_PackPaths) {
std::replace(item.begin(), item.end(), '\\', '/');
auto* pack = new Pack(filePath / item);
m_Packs.push_back(pack);
}
m_FileStream.close();
}
PackIndex::~PackIndex() {
for (const auto* item : m_Packs) {
delete item;
}
}

View File

@@ -0,0 +1,40 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <filesystem>
#include "Pack.h"
#pragma pack(push, 1)
struct PackFileIndex {
uint32_t m_Crc;
int32_t m_LowerCrc;
int32_t m_UpperCrc;
uint32_t m_PackFileIndex;
uint32_t m_IsCompressed; // u32 bool?
};
#pragma pack(pop)
class PackIndex {
public:
PackIndex(const std::filesystem::path& filePath);
~PackIndex();
const std::vector<std::string>& GetPackPaths() { return m_PackPaths; }
const std::vector<PackFileIndex>& GetPackFileIndices() { return m_PackFileIndices; }
const std::vector<Pack*>& GetPacks() { return m_Packs; }
private:
std::ifstream m_FileStream;
uint32_t m_Version;
uint32_t m_PackPathCount;
std::vector<std::string> m_PackPaths;
uint32_t m_PackFileIndexCount;
std::vector<PackFileIndex> m_PackFileIndices;
std::vector<Pack*> m_Packs;
};

View File

@@ -1,45 +1,53 @@
#include "dConfig.h"
#include <sstream>
#include "BinaryPathFinder.h"
#include "GeneralUtils.h"
dConfig::dConfig(const std::string& filepath) {
m_EmptyString = "";
std::ifstream in(filepath);
m_ConfigFilePath = filepath;
LoadConfig();
}
void dConfig::LoadConfig() {
std::ifstream in(BinaryPathFinder::GetBinaryDir() / m_ConfigFilePath);
if (!in.good()) return;
std::string line;
std::string line{};
while (std::getline(in, line)) {
if (line.length() > 0) {
if (line[0] != '#') ProcessLine(line);
}
if (!line.empty() && line.front() != '#') ProcessLine(line);
}
std::ifstream sharedConfig(BinaryPathFinder::GetBinaryDir() / "sharedconfig.ini", std::ios::in);
if (!sharedConfig.good()) return;
line.clear();
while (std::getline(sharedConfig, line)) {
if (!line.empty() && line.front() != '#') ProcessLine(line);
}
}
dConfig::~dConfig(void) {
void dConfig::ReloadConfig() {
this->m_ConfigValues.clear();
LoadConfig();
}
const std::string& dConfig::GetValue(std::string key) {
for (size_t i = 0; i < m_Keys.size(); ++i) {
if (m_Keys[i] == key) return m_Values[i];
}
return m_EmptyString;
return this->m_ConfigValues[key];
}
void dConfig::ProcessLine(const std::string& line) {
std::stringstream ss(line);
std::string segment;
std::vector<std::string> seglist;
auto splitLine = GeneralUtils::SplitString(line, '=');
while (std::getline(ss, segment, '=')) {
seglist.push_back(segment);
}
if (seglist.size() != 2) return;
if (splitLine.size() != 2) return;
//Make sure that on Linux, we remove special characters:
if (!seglist[1].empty() && seglist[1][seglist[1].size() - 1] == '\r')
seglist[1].erase(seglist[1].size() - 1);
auto& key = splitLine.at(0);
auto& value = splitLine.at(1);
if (!value.empty() && value.at(value.size() - 1) == '\r') value.erase(value.size() - 1);
m_Keys.push_back(seglist[0]);
m_Values.push_back(seglist[1]);
if (this->m_ConfigValues.find(key) != this->m_ConfigValues.end()) return;
this->m_ConfigValues.insert(std::make_pair(key, value));
}

View File

@@ -1,20 +1,33 @@
#pragma once
#include <fstream>
#include <map>
#include <string>
#include <vector>
class dConfig {
public:
dConfig(const std::string& filepath);
~dConfig(void);
/**
* Gets the specified key from the config. Returns an empty string if the value is not found.
*
* @param key Key to find
* @return The keys value in the config
*/
const std::string& GetValue(std::string key);
/**
* Loads the config from a file
*/
void LoadConfig();
/**
* Reloads the config file to reset values
*/
void ReloadConfig();
private:
void ProcessLine(const std::string& line);
private:
std::vector<std::string> m_Keys;
std::vector<std::string> m_Values;
std::string m_EmptyString;
std::map<std::string, std::string> m_ConfigValues;
std::string m_ConfigFilePath;
};

View File

@@ -1,17 +1,30 @@
#pragma once
#ifndef __DCOMMONVARS__H__
#define __DCOMMONVARS__H__
#include <cstdint>
#include <string>
#include <set>
#include "../thirdparty/raknet/Source/BitStream.h"
#include "BitStream.h"
#pragma warning (disable:4251) //Disables SQL warnings
typedef int RESTICKET;
const int highFrameRate = 16; //60fps
const int mediumFramerate = 33; //30fps
const int lowFramerate = 66; //15fps
// These are the same define, but they mean two different things in different contexts
// so a different define to distinguish what calculation is happening will help clarity.
#define FRAMES_TO_MS(x) 1000 / x
#define MS_TO_FRAMES(x) 1000 / x
//=========== FRAME TIMINGS ===========
constexpr uint32_t highFramerate = 60;
constexpr uint32_t mediumFramerate = 30;
constexpr uint32_t lowFramerate = 15;
constexpr uint32_t highFrameDelta = FRAMES_TO_MS(highFramerate);
constexpr uint32_t mediumFrameDelta = FRAMES_TO_MS(mediumFramerate);
constexpr uint32_t lowFrameDelta = FRAMES_TO_MS(lowFramerate);
//========== MACROS ===========
@@ -30,6 +43,7 @@ typedef uint32_t LWOCLONEID; //!< Used for Clone IDs
typedef uint16_t LWOMAPID; //!< Used for Map IDs
typedef uint16_t LWOINSTANCEID; //!< Used for Instance IDs
typedef uint32_t PROPERTYCLONELIST; //!< Used for Property Clone IDs
typedef uint32_t StripId;
typedef int32_t PetTamingPiece; //!< Pet Taming Pieces
@@ -50,11 +64,6 @@ typedef std::set<LWOOBJID> TSetObjID;
const float PI = 3.14159f;
#if defined(__unix) || defined(__APPLE__)
//For Linux:
typedef __int64_t __int64;
#endif
//============ STRUCTS ==============
struct LWOSCENEID {
@@ -247,20 +256,6 @@ enum eReplicaPacketType {
PACKET_TYPE_DESTRUCTION //!< A destruction packet
};
enum ServerDisconnectIdentifiers {
SERVER_DISCON_UNKNOWN_SERVER_ERROR = 0, //!< Unknown server error
SERVER_DISCON_DUPLICATE_LOGIN = 4, //!< Used when another user with the same username is logged in (duplicate login)
SERVER_DISCON_SERVER_SHUTDOWN = 5, //!< Used when the server is shutdown
SERVER_DISCON_SERVER_MAP_LOAD_FAILURE = 6, //!< Used when the server cannot load a map
SERVER_DISCON_INVALID_SESSION_KEY = 7, //!< Used if the session is invalid
SERVER_DISCON_ACCOUNT_NOT_IN_PENDING_LIST = 8, //!< ???
SERVER_DISCON_CHARACTER_NOT_FOUND = 9, //!< Used if a character that the server has is not found (i.e, corruption with user-player data)
SERVER_DISCON_CHARACTER_CORRUPTED = 10, //!< Similar to abovce
SERVER_DISCON_KICK = 11, //!< Used if the user is kicked from the server
SERVER_DISCON_FREE_TRIAL_EXPIRED = 12, //!< Used if the user's free trial expired
SERVER_DISCON_PLAY_SCHEDULE_TIME_DONE = 13 //!< Used if the user's play time is used up
};
//! The Behavior Types for use with the AI system
enum eCombatBehaviorTypes : uint32_t {
PASSIVE = 0, //!< The object is passive
@@ -351,7 +346,7 @@ enum eControlSceme {
SCHEME_WEAR_A_ROBOT //== freecam?
};
enum eStunState {
enum class eStateChangeType : uint32_t {
PUSH,
POP
};
@@ -365,56 +360,6 @@ enum eNotifyType {
NOTIFY_TYPE_NAMINGPET
};
enum eReplicaComponentType : int32_t {
COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component
COMPONENT_TYPE_RENDER = 2, //!< The Render Component
COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component
COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component
COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component
COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component
COMPONENT_TYPE_BUFF = 7, //!< The Buff Component
COMPONENT_TYPE_SKILL = 9, //!< The Skill Component
COMPONENT_TYPE_ITEM = 11, //!< The Item Component
COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component
COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component
COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component
COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component
COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component
COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component
COMPONENT_TYPE_PET = 26, //!< The Pet Component
COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component
COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component
COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component
COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component
COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component
COMPONENT_TYPE_MODEL = 42, //!< The Model Component
COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component
COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component
COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component
COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component
COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component
COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component
COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component
COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component
COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component
COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component
COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component
COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
COMPONENT_TYPE_RAIL_ACTIVATOR = 104, //!< The Rail Activator Component
COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT = 106, //!< The Player Forced Movement Component
COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
};
enum class UseItemResponse : uint32_t {
NoImaginationForPet = 1,
@@ -422,25 +367,6 @@ enum class UseItemResponse : uint32_t {
MountsNotAllowed
};
/**
* Represents the different types of inventories an entity may have
*/
enum eInventoryType : uint32_t {
ITEMS = 0,
VAULT_ITEMS,
BRICKS,
TEMP_ITEMS = 4,
MODELS,
TEMP_MODELS,
BEHAVIORS,
PROPERTY_DEEDS,
VENDOR_BUYBACK = 11,
HIDDEN = 12, //Used for missional items
VAULT_MODELS = 14,
ITEM_SETS, //internal
INVALID // made up, for internal use!!!
};
enum eRebuildState : uint32_t {
REBUILD_OPEN,
REBUILD_COMPLETED = 2,
@@ -554,6 +480,7 @@ enum ePlayerFlags {
ENTER_BBB_FROM_PROPERTY_EDIT_CONFIRMATION_DIALOG = 64,
AG_FIRST_COMBAT_COMPLETE = 65,
AG_COMPLETE_BOB_MISSION = 66,
IS_NEWS_SCREEN_VISIBLE = 114,
NJ_GARMADON_CINEMATIC_SEEN = 125,
ELEPHANT_PET_3050 = 801,
CAT_PET_3054 = 802,
@@ -648,3 +575,5 @@ inline T const& clamp(const T& val, const T& low, const T& high) {
return val;
}
#endif //!__DCOMMONVARS__H__

View File

@@ -293,6 +293,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_POP_EQUIPPED_ITEMS_STATE = 192,
GAME_MSG_SET_GM_LEVEL = 193,
GAME_MSG_SET_STUNNED = 198,
GAME_MSG_SET_STUN_IMMUNITY = 200,
GAME_MSG_KNOCKBACK = 202,
GAME_MSG_REBUILD_CANCEL = 209,
GAME_MSG_ENABLE_REBUILD = 213,
@@ -373,6 +374,8 @@ enum GAME_MSG : unsigned short {
GAME_MSG_PET_TAMING_TRY_BUILD_RESULT = 668,
GAME_MSG_NOTIFY_TAMING_BUILD_SUCCESS = 673,
GAME_MSG_NOTIFY_TAMING_MODEL_LOADED_ON_SERVER = 674,
GAME_MSG_ACTIVATE_BUBBLE_BUFF = 678,
GAME_MSG_DEACTIVATE_BUBBLE_BUFF = 679,
GAME_MSG_ADD_PET_TO_PLAYER = 681,
GAME_MSG_REQUEST_SET_PET_NAME = 683,
GAME_MSG_SET_PET_NAME = 684,
@@ -385,7 +388,10 @@ enum GAME_MSG : unsigned short {
GAME_MSG_QUERY_PROPERTY_DATA = 717,
GAME_MSG_PROPERTY_EDITOR_BEGIN = 724,
GAME_MSG_PROPERTY_EDITOR_END = 725,
GAME_MSG_START_PATHING = 735,
GAME_MSG_IS_MINIFIG_IN_A_BUBBLE = 729,
GAME_MSG_START_PATHING = 733,
GAME_MSG_ACTIVATE_BUBBLE_BUFF_FROM_SERVER = 734,
GAME_MSG_DEACTIVATE_BUBBLE_BUFF_FROM_SERVER = 735,
GAME_MSG_NOTIFY_CLIENT_ZONE_OBJECT = 737,
GAME_MSG_UPDATE_REPUTATION = 746,
GAME_MSG_PROPERTY_RENTAL_RESPONSE = 750,
@@ -433,6 +439,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_ORIENT_TO_POSITION = 906,
GAME_MSG_ORIENT_TO_ANGLE = 907,
GAME_MSG_BOUNCER_ACTIVE_STATUS = 942,
GAME_MSG_UN_USE_BBB_MODEL = 999,
GAME_MSG_BBB_LOAD_ITEM_REQUEST = 1000,
GAME_MSG_BBB_SAVE_REQUEST = 1001,
GAME_MSG_BBB_SAVE_RESPONSE = 1006,
@@ -487,6 +494,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_MATCH_UPDATE = 1310,
GAME_MSG_MODULE_ASSEMBLY_DB_DATA_FOR_CLIENT = 1131,
GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA = 1132,
GAME_MSG_CHANGE_IDLE_FLAGS = 1338,
GAME_MSG_VEHICLE_ADD_PASSIVE_BOOST_ACTION = 1340,
GAME_MSG_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION = 1341,
GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION = 1342,
@@ -510,6 +518,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_UPDATE_CHAT_MODE = 1395,
GAME_MSG_VEHICLE_NOTIFY_FINISHED_RACE = 1396,
GAME_MSG_SET_CONSUMABLE_ITEM = 1409,
GAME_MSG_SET_STATUS_IMMUNITY = 1435,
GAME_MSG_SET_PET_NAME_MODERATED = 1448,
GAME_MSG_MODIFY_LEGO_SCORE = 1459,
GAME_MSG_RESTORE_TO_POST_LOAD_STATS = 1468,
@@ -537,6 +546,9 @@ enum GAME_MSG : unsigned short {
GAME_MSG_REMOVE_RUN_SPEED_MODIFIER = 1506,
GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST = 1547,
GAME_MSG_PROPERTY_ENTRANCE_BEGIN = 1553,
GAME_MSG_SET_RESURRECT_RESTORE_VALUES = 1591,
GAME_MSG_VEHICLE_STOP_BOOST = 1617,
GAME_MSG_REMOVE_BUFF = 1648,
GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES = 1666,
GAME_MSG_RESPONSE_MOVE_ITEM_BETWEEN_INVENTORY_TYPES = 1667,
GAME_MSG_PLAYER_SET_CAMERA_CYCLING_MODE = 1676,

View File

@@ -1,11 +1,11 @@
#pragma once
#ifndef __ADDFRIENDRESPONSECODE__H__
#define __ADDFRIENDRESPONSECODE__H__
#ifndef __EADDFRIENDRESPONSECODE__H__
#define __EADDFRIENDRESPONSECODE__H__
#include <cstdint>
enum class AddFriendResponseCode : uint8_t {
enum class eAddFriendResponseCode : uint8_t {
ACCEPTED = 0,
REJECTED,
BUSY,

View File

@@ -1,11 +1,11 @@
#pragma once
#ifndef __ADDFRIENDRESPONSETYPE__H__
#define __ADDFRIENDRESPONSETYPE__H__
#ifndef __EADDFRIENDRESPONSETYPE__H__
#define __EADDFRIENDRESPONSETYPE__H__
#include <cstdint>
enum class AddFriendResponseType : uint8_t {
enum class eAddFriendResponseType : uint8_t {
ACCEPTED = 0,
ALREADYFRIEND,
INVALIDCHARACTER,
@@ -21,4 +21,4 @@ enum class AddFriendResponseType : uint8_t {
FRIENDISFREETRIAL
};
#endif //!__ADDFRIENDRESPONSETYPE__H__
#endif //!__EADDFRIENDRESPONSETYPE__H__

View File

@@ -6,7 +6,7 @@
#include <cstdint>
enum class eAnimationFlags : uint32_t {
IDLE_INVALID = 0, // made up, for internal use!!!
IDLE_NONE = 0,
IDLE_BASIC,
IDLE_SWIM,
IDLE_CARRY,

View File

@@ -0,0 +1,12 @@
#ifndef __EBASICATTACKSUCCESSTYPES__H__
#define __EBASICATTACKSUCCESSTYPES__H__
#include <cstdint>
enum class eBasicAttackSuccessTypes : uint8_t {
SUCCESS = 1,
FAILARMOR,
FAILIMMUNE
};
#endif //!__EBASICATTACKSUCCESSTYPES__H__

View File

@@ -0,0 +1,26 @@
#pragma once
#ifndef __EBLUEPRINTSAVERESPONSETYPE__H__
#define __EBLUEPRINTSAVERESPONSETYPE__H__
#include <cstdint>
enum class eBlueprintSaveResponseType : uint32_t {
EverythingWorked = 0,
SaveCancelled,
CantBeginTransaction,
SaveBlueprintFailed,
SaveUgobjectFailed,
CantEndTransaction,
SaveFilesFailed,
BadInput,
NotEnoughBricks,
InventoryFull,
ModelGenerationFailed,
PlacementFailed,
GmLevelInsufficient,
WaitForPreviousSave,
FindMatchesFailed
};
#endif //!__EBLUEPRINTSAVERESPONSETYPE__H__

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@@ -0,0 +1,14 @@
#pragma once
#ifndef __EBUBBLETYPE__H__
#define __EBUBBLETYPE__H__
#include <cstdint>
enum class eBubbleType : uint32_t {
DEFAULT = 0,
ENERGY,
SKUNK
};
#endif //!__EBUBBLETYPE__H__

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@@ -0,0 +1,21 @@
#pragma once
#ifndef __ECHARACTERVERSION__H__
#define __ECHARACTERVERSION__H__
#include <cstdint>
enum class eCharacterVersion : uint32_t {
// Versions from the live game
RELEASE = 0, // Initial release of the game
LIVE, // Fixes for the 1.9 release bug fixes for missions leading up to joining a faction
// New versions for DLU fixes
// Fixes the "Joined a faction" player flag not being set properly
PLAYER_FACTION_FLAGS,
// Fixes vault size value
VAULT_SIZE,
// Fixes speed base value in level component
UP_TO_DATE, // will become SPEED_BASE
};
#endif //!__ECHARACTERVERSION__H__

View File

@@ -0,0 +1,41 @@
#ifndef __EHELPTYPE__H__
#define __EHELPTYPE__H__
#include <cstdint>
enum class eHelpType : int32_t {
NONE = 0,
UNLOCK_MINIMAP = 2,
TOGGLETOOLTIP_OUTOFTIME_REBUILD = 3,
TOGGLETOOLTIP_LEAVELOSE_REBUILD = 4,
TOGGLECONTROLSTUTORIAL_WALKING = 6,
DISPLAYTUTORIAL_PASSPORT_1ST_SMASH = 7,
TOOLTIP_1ST_IMAGINATION_PICKUP = 8,
UNKNOWN9 = 9,
PETTAMINGMINIGAME_TUTORIAL_01 = 15,
PR_BOUNCER_TUTORIAL_03 = 16,
PR_TOOLTIP_1ST_PET_JUMPED_ON_SWITCH = 17,
PR_DIG_TUTORIAL_01 = 18,
PR_DIG_TUTORIAL_03 = 19,
PR_BOUNCER_TUTORIAL_01 = 20,
PR_NO_IMAGINATION_HIBERNATE = 21,
UNKNOWN22 = 22,
TOGGLECONTROLSTUTORIAL_JUMPING = 26,
TOGGLECONTROLSTUTORIAL_DOUBLEJUMPING = 27,
TOGGLECONTROLSTUTORIAL_CAMERA = 28,
TOGGLECONTROLSTUTORIAL_SMASH = 30,
UNKNOWN38 = 38,
UI_MOD_BUILD_PUT_ON_HAT = 40,
UI_MOD_BUILD_EQUIP_FIRST_MODULE = 41,
UNKNOWN42 = 42,
UNKNOWN43 = 43,
UI_MOD_BUILD_GO_LAUNCH_ROCKET = 44,
UI_MOD_BUILD_TALK_TO_SKYLANE = 45,
UNKNOWN53 = 53,
PET_DESPAWN_BY_OWNER_HIBERNATE = 69,
PET_DESPAWN_TAMING_NEW_PET = 70,
UI_INVENTORY_FULL_CANNOT_PICKUP_ITEM = 86
};
#endif //!__EHELPTYPE__H__

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@@ -0,0 +1,59 @@
#pragma once
#ifndef __EINVENTORYTYPE__H__
#define __EINVENTORYTYPE__H__
#include <cstdint>
static const uint8_t NUMBER_OF_INVENTORIES = 17;
/**
* Represents the different types of inventories an entity may have
*/
enum eInventoryType : uint32_t {
ITEMS = 0,
VAULT_ITEMS,
BRICKS,
MODELS_IN_BBB,
TEMP_ITEMS,
MODELS,
TEMP_MODELS,
BEHAVIORS,
PROPERTY_DEEDS,
BRICKS_IN_BBB,
VENDOR,
VENDOR_BUYBACK,
QUEST, //Used for mission items
DONATION,
VAULT_MODELS,
ITEM_SETS, //internal, technically this is BankBehaviors.
INVALID // made up, for internal use!!!, Technically this called the ALL inventory.
};
class InventoryType {
public:
static const char* InventoryTypeToString(eInventoryType inventory) {
const char* eInventoryTypeTable[NUMBER_OF_INVENTORIES] = {
"ITEMS",
"VAULT_ITEMS",
"BRICKS",
"MODELS_IN_BBB",
"TEMP_ITEMS",
"MODELS",
"TEMP_MODELS",
"BEHAVIORS",
"PROPERTY_DEEDS",
"BRICKS_IN_BBB",
"VENDOR",
"VENDOR_BUYBACK",
"QUEST", //Used for mission items
"DONATION",
"VAULT_MODELS",
"ITEM_SETS", //internal, technically this is BankBehaviors.
"INVALID" // made up, for internal use!!!, Technically this called the ALL inventory.
};
if (inventory > NUMBER_OF_INVENTORIES - 1) return nullptr;
return eInventoryTypeTable[inventory];
};
};
#endif //!__EINVENTORYTYPE__H__

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@@ -0,0 +1,58 @@
#pragma once
#ifndef __EITEMSETPASSIVEABILITYID__H__
#define __EITEMSETPASSIVEABILITYID__H__
enum class eItemSetPassiveAbilityID {
EngineerRank1 = 2,
EngineerRank2 = 3,
EngineerRank3 = 4,
KnightRank1 = 7,
KnightRank2 = 8,
KnightRank3 = 9,
SpaceRangerRank1 = 10,
SpaceRangerRank2 = 11,
SpaceRangerRank3 = 12,
SamuraiRank1 = 13,
SamuraiRank2 = 14,
SamuraiRank3 = 15,
SorcererRank1 = 16,
SorcererRank2 = 17,
SorcererRank3 = 18,
SpaceMarauderRank1 = 19,
SpaceMarauderRank2 = 20,
SpaceMarauderRank3 = 21,
ShinobiRank1 = 22,
ShinobiRank2 = 23,
ShinobiRank3 = 24,
InventorRank1 = 25,
InventorRank2 = 26,
InventorRank3 = 27,
SummonerRank1 = 28,
SummonerRank2 = 29,
SummonerRank3 = 30,
AdventurerRank1 = 31,
AdventurerRank2 = 32,
AdventurerRank3 = 33,
DaredevilRank1 = 34,
DaredevilRank2 = 35,
DaredevilRank3 = 36,
BuccaneerRank1 = 37,
BuccaneerRank2 = 38,
BuccaneerRank3 = 39,
BoneSuit = 40,
ImaginationSpinjitzu = 41,
BatLord = 42,
MosaicJester = 43,
ExplorienBot = 44,
Unnamed1 = 45,
Unnamed2 = 46,
Unnamed3 = 47,
EarthSpinjitzu = 48,
Unnamed4 = 49,
FireSpinjitzu = 50,
IceSpinjitzu = 51,
LightningSpinjitzu = 52
};
#endif //!__EITEMSETPASSIVEABILITYID__H__

View File

@@ -0,0 +1,36 @@
#pragma once
#ifndef __EITEMTYPE__H__
#define __EITEMTYPE__H__
#include <cstdint>
enum class eItemType : int32_t {
UNKNOWN = -1,
BRICK = 1,
HAT,
HAIR,
NECK,
LEFT_HAND,
RIGHT_HAND,
LEGS,
LEFT_TRINKET,
RIGHT_TRINKET,
BEHAVIOR,
PROPERTY,
MODEL,
COLLECTIBLE,
CONSUMABLE,
CHEST,
EGG,
PET_FOOD,
QUEST_OBJECT,
PET_INVENTORY_ITEM,
PACKAGE,
LOOT_MODEL,
VEHICLE,
LUP_MODEL,
MOUNT
};
#endif //!__EITEMTYPE__H__

View File

@@ -0,0 +1,12 @@
#pragma once
#ifndef __EMISSIONLOCKSTATE__H__
#define __EMISSIONLOCKSTATE__H__
enum class eMissionLockState : int {
LOCKED,
NEW,
UNLOCKED,
};
#endif //!__EMISSIONLOCKSTATE__H__

View File

@@ -0,0 +1,56 @@
#pragma once
#ifndef __MISSIONSTATE__H__
#define __MISSIONSTATE__H__
/**
* Represents the possible states a mission can be in
*/
enum class eMissionState : int {
/**
* The mission state is unknown
*/
UNKNOWN = -1,
/**
* The mission is yielding rewards
*/
REWARDING = 0,
/**
* The mission can be accepted
*/
AVAILABLE = 1,
/**
* The mission has been accepted but not yet completed
*/
ACTIVE = 2,
/**
* All the tasks for the mission have been completed and the entity can turn the mission in to complete it
*/
READY_TO_COMPLETE = 4, //!< The mission is ready to complete
/**
* The mission has been completed
*/
COMPLETE = 8,
/**
* The mission is available again and has been completed before. Used for daily missions.
*/
COMPLETE_AVAILABLE = 9,
/**
* The mission is active and has been completed before. Used for daily missions.
*/
COMPLETE_ACTIVE = 10,
/**
* The mission has been completed before and has now been completed again. Used for daily missions.
*/
COMPLETE_READY_TO_COMPLETE = 12
};
#endif //!__MISSIONSTATE__H__

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@@ -0,0 +1,43 @@
#pragma once
#ifndef __EMISSIONTASKTYPE__H__
#define __EMISSIONTASKTYPE__H__
enum class eMissionTaskType : int {
UNKNOWN = -1,
SMASH,
SCRIPT,
ACTIVITY,
COLLECTION,
TALK_TO_NPC,
EMOTE,
SHASH_CHAIN,
BUY,
SELL,
USE_ITEM,
USE_SKILL,
GATHER,
EXPLORE,
DELIVERY,
PERFORM_ACTIVITY,
INTERACT,
META,
EARN_REPUTATION,
VOTING,
SHOWCASE_DELIVERY,
REVIECE_CAST,
POWERUP,
PET_TAMING,
RACING,
PLAYER_FLAG,
PLACE_MODEL,
REMOVE_MODEL,
ADD_BEHAVIOR,
REMOVE_BEHAVIOR,
CLAIM_PROPERTY,
VISIT_PROPERTY,
TIME_PLAYED,
DONATION
};
#endif //!__EMISSIONTASKTYPE__H__

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@@ -0,0 +1,16 @@
#ifndef __EMOVEMENTPLATFORMSTATE__H__
#define __EMOVEMENTPLATFORMSTATE__H__
#include <cstdint>
/**
* The different types of platform movement state, supposedly a bitmap
*/
enum class eMovementPlatformState : uint32_t
{
Moving = 0b00010,
Stationary = 0b11001,
Stopped = 0b01100
};
#endif //!__EMOVEMENTPLATFORMSTATE__H__

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@@ -0,0 +1,13 @@
#ifndef __EPACKAGETYPE__H__
#define __EPACKAGETYPE__H__
enum class ePackageType {
INVALID = -1,
ITEM,
BRICKS,
MODELS,
CAR_MODELS
};
#endif //!__EPACKAGETYPE__H__

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@@ -0,0 +1,46 @@
#pragma once
#include <cstdint>
#ifndef __EPERMISSIONMAP__H__
#define __EPERMISSIONMAP__H__
/**
* Bitmap of permissions and restrictions for characters.
*/
enum class ePermissionMap : uint64_t {
/**
* Reserved for future use, bit 0-3.
*/
/**
* The character has restricted trade acccess, bit 4.
*/
RestrictedTradeAccess = 0x1 << 4,
/**
* The character has restricted mail access, bit 5.
*/
RestrictedMailAccess = 0x1 << 5,
/**
* The character has restricted chat access, bit 6.
*/
RestrictedChatAccess = 0x1 << 6,
//
// Combined permissions
//
/**
* The character is marked as 'old', restricted from trade and mail.
*/
Old = RestrictedTradeAccess | RestrictedMailAccess,
/**
* The character is soft banned, restricted from trade, mail, and chat.
*/
SoftBanned = RestrictedTradeAccess | RestrictedMailAccess | RestrictedChatAccess,
};
#endif //!__EPERMISSIONMAP__H__

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@@ -0,0 +1,14 @@
#ifndef __EPHYSICSBEHAVIORTYPE__H__
#define __EPHYSICSBEHAVIORTYPE__H__
#include <cstdint>
enum class ePhysicsBehaviorType : int32_t {
INVALID = -1,
GROUND,
FLYING,
STANDARD,
DYNAMIC
};
#endif //!__EPHYSICSBEHAVIORTYPE__H__

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@@ -0,0 +1,25 @@
#pragma once
#ifndef __ERACINGTASKPARAM__H__
#define __ERACINGTASKPARAM__H__
#include <cstdint>
enum class eRacingTaskParam : int32_t {
FINISH_WITH_PLACEMENT = 1,
LAP_TIME,
TOTAL_TRACK_TIME,
COMPLETE_ANY_RACING_TASK,
COMPLETE_TRACK_TASKS,
MODULAR_BUILDING,
SAFE_DRIVER = 10,
SMASHABLES,
COLLECT_IMAGINATION,
COMPETED_IN_RACE,
WIN_RACE_IN_WORLD,
FIRST_PLACE_MULTIPLE_TRACKS,
LAST_PLACE_FINISH,
SMASH_SPECIFIC_SMASHABLE
};
#endif //!__ERACINGTASKPARAM__H__

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@@ -0,0 +1,127 @@
#ifndef __EREPLICACOMPONENTTYPE__H__
#define __EREPLICACOMPONENTTYPE__H__
#include <cstdint>
enum class eReplicaComponentType : uint32_t {
INVALID = 0,
CONTROLLABLE_PHYSICS,
RENDER,
SIMPLE_PHYSICS,
CHARACTER,
SCRIPT,
BOUNCER,
BUFF, // buff is really 98, this is DESTROYABLE
GHOST,
SKILL,
SPAWNER,
ITEM,
REBUILD,
REBUILD_START,
REBUILD_ACTIVATOR,
ICON_ONLY,
VENDOR,
INVENTORY,
PROJECTILE_PHYSICS,
SHOOTING_GALLERY,
RIGID_BODY_PHANTOM_PHYSICS,
DROP_EFFECT,
CHEST,
COLLECTIBLE,
BLUEPRINT,
MOVING_PLATFORM,
PET,
PLATFORM_BOUNDARY,
MODULE,
ARCADE,
VEHICLE_PHYSICS, // Havok demo based
MOVEMENT_AI,
EXHIBIT,
OVERHEAD_ICON,
PET_CONTROL,
MINIFIG,
PROPERTY,
PET_CREATOR,
MODEL_BUILDER,
SCRIPTED_ACTIVITY,
PHANTOM_PHYSICS,
SPRINGPAD,
MODEL,
PROPERTY_ENTRANCE,
FX,
PROPERTY_MANAGEMENT,
VEHICLE_PHYSICS_NEW, // internal physics based on havok
PHYSICS_SYSTEM,
QUICK_BUILD,
SWITCH,
ZONE_CONTROL, // Minigame
CHANGLING,
CHOICE_BUILD,
PACKAGE,
SOUND_REPEATER,
SOUND_AMBIENT_2D,
SOUND_AMBIENT_3D,
PRECONDITION,
PLAYER_FLAG,
CUSTOM_BUILD_ASSEMBLY,
BASE_COMBAT_AI,
MODULE_ASSEMBLY,
SHOWCASE_MODEL_HANDLER,
RACING_MODULE,
GENERIC_ACTIVATOR,
PROPERTY_VENDOR,
HF_LIGHT_DIRECTION_GADGET,
ROCKET_LAUNCH,
ROCKET_LANDING,
TRIGGER,
DROPPED_LOOT,
RACING_CONTROL,
FACTION_TRIGGER,
MISSION_OFFER,
RACING_STATS,
LUP_EXHIBIT,
BBB,
SOUND_TRIGGER,
PROXIMITY_MONITOR,
RACING_SOUND_TRIGGER,
CHAT,
FRIENDS_LIST,
GUILD,
LOCAL_SYSTEM,
MISSION,
MUTABLE_MODEL_BEHAVIORS,
PATHFINDING,
PET_TAMING_CONTROL,
PROPERTY_EDITOR,
SKINNED_RENDER,
SLASH_COMMAND,
STATUS_EFFECT,
TEAMS,
TEXT_EFFECT,
TRADE,
USER_CONTROL,
IGNORE_LIST,
ROCKET_LAUNCH_LUP,
BUFF_REAL, // the real buff component, should just be name BUFF
INTERACTION_MANAGER,
DONATION_VENDOR,
COMBAT_MEDIATOR,
COMMENDATION_VENDOR,
UNKNOWN_103,
RAIL_ACTIVATOR,
ROLLER,
PLAYER_FORCED_MOVEMENT,
CRAFTING,
POSSESSABLE,
LEVEL_PROGRESSION,
POSSESSOR,
MOUNT_CONTROL,
UNKNOWN_112,
PROPERTY_PLAQUE,
BUILD_BORDER,
UNKOWN_115,
CULLING_PLANE,
DESTROYABLE = 1000 // Actually 7
};
#endif //!__EREPLICACOMPONENTTYPE__H__

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@@ -0,0 +1,24 @@
#ifndef __ESERVERDISCONNECTIDENTIFIERS__H__
#define __ESERVERDISCONNECTIDENTIFIERS__H__
#include <cstdint>
enum class eServerDisconnectIdentifiers : uint32_t {
UNKNOWN_SERVER_ERROR = 0,
WRONG_GAME_VERSION,
WRONG_SERVER_VERSION,
CONNECTION_ON_INVALID_PORT,
DUPLICATE_LOGIN,
SERVER_SHUTDOWN,
SERVER_MAP_LOAD_FAILURE,
INVALID_SESSION_KEY,
ACCOUNT_NOT_IN_PENDING_LIST,
CHARACTER_NOT_FOUND,
CHARACTER_CORRUPTED,
KICK,
SAVE_FAILURE,
FREE_TRIAL_EXPIRED,
PLAY_SCHEDULE_TIME_DONE
};
#endif //!__ESERVERDISCONNECTIDENTIFIERS__H__

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@@ -0,0 +1,16 @@
#ifndef __ESQLITEDATATYPE__H__
#define __ESQLITEDATATYPE__H__
#include <cstdint>
enum class eSqliteDataType : int32_t {
NONE = 0,
INT32,
REAL = 3,
TEXT_4,
INT_BOOL,
INT64,
TEXT_8 = 8
};
#endif //!__ESQLITEDATATYPE__H__

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@@ -0,0 +1,119 @@
#ifndef __ETRIGGERCOMMANDTYPE__H__
#define __ETRIGGERCOMMANDTYPE__H__
// For info about Trigger Command see:
// https://docs.lu-dev.net/en/latest/file-structures/lutriggers.html?highlight=trigger#possible-values-commands
enum class eTriggerCommandType {
INVALID,
ZONE_PLAYER,
FIRE_EVENT,
DESTROY_OBJ,
TOGGLE_TRIGGER,
RESET_REBUILD,
SET_PATH,
SET_PICK_TYPE,
MOVE_OBJECT,
ROTATE_OBJECT,
PUSH_OBJECT,
REPEL_OBJECT,
SET_TIMER,
CANCEL_TIMER,
PLAY_CINEMATIC,
TOGGLE_BBB,
UPDATE_MISSION,
SET_BOUNCER_STATE,
BOUNCE_ALL_ON_BOUNCER,
TURN_AROUND_ON_PATH,
GO_FORWARD_ON_PATH,
GO_BACKWARD_ON_PATH,
STOP_PATHING,
START_PATHING,
LOCK_OR_UNLOCK_CONTROLS,
PLAY_EFFECT,
STOP_EFFECT,
ACTIVATE_MUSIC_CUE,
DEACTIVATE_MUSIC_CUE,
FLASH_MUSIC_CUE,
SET_MUSIC_PARAMETER,
PLAY_2D_AMBIENT_SOUND,
STOP_2D_AMBIENT_SOUND,
PLAY_3D_AMBIENT_SOUND,
STOP_3D_AMBIENT_SOUND,
ACTIVATE_MIXER_PROGRAM,
DEACTIVATE_MIXER_PROGRAM,
CAST_SKILL,
DISPLAY_ZONE_SUMMARY,
SET_PHYSICS_VOLUME_EFFECT,
SET_PHYSICS_VOLUME_STATUS,
SET_MODEL_TO_BUILD,
SPAWN_MODEL_BRICKS,
ACTIVATE_SPAWNER_NETWORK,
DEACTIVATE_SPAWNER_NETWORK,
RESET_SPAWNER_NETWORK,
DESTROY_SPAWNER_NETWORK_OBJECTS,
GO_TO_WAYPOINT,
ACTIVATE_PHYSICS
};
class TriggerCommandType {
public:
static eTriggerCommandType StringToTriggerCommandType(std::string commandString) {
const std::map<std::string, eTriggerCommandType> TriggerCommandMap = {
{ "zonePlayer", eTriggerCommandType::ZONE_PLAYER},
{ "fireEvent", eTriggerCommandType::FIRE_EVENT},
{ "destroyObj", eTriggerCommandType::DESTROY_OBJ},
{ "toggleTrigger", eTriggerCommandType::TOGGLE_TRIGGER},
{ "resetRebuild", eTriggerCommandType::RESET_REBUILD},
{ "setPath", eTriggerCommandType::SET_PATH},
{ "setPickType", eTriggerCommandType::SET_PICK_TYPE},
{ "moveObject", eTriggerCommandType::MOVE_OBJECT},
{ "rotateObject", eTriggerCommandType::ROTATE_OBJECT},
{ "pushObject", eTriggerCommandType::PUSH_OBJECT},
{ "repelObject", eTriggerCommandType::REPEL_OBJECT},
{ "setTimer", eTriggerCommandType::SET_TIMER},
{ "cancelTimer", eTriggerCommandType::CANCEL_TIMER},
{ "playCinematic", eTriggerCommandType::PLAY_CINEMATIC},
{ "toggleBBB", eTriggerCommandType::TOGGLE_BBB},
{ "updateMission", eTriggerCommandType::UPDATE_MISSION},
{ "setBouncerState", eTriggerCommandType::SET_BOUNCER_STATE},
{ "bounceAllOnBouncer", eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER},
{ "turnAroundOnPath", eTriggerCommandType::TURN_AROUND_ON_PATH},
{ "goForwardOnPath", eTriggerCommandType::GO_FORWARD_ON_PATH},
{ "goBackwardOnPath", eTriggerCommandType::GO_BACKWARD_ON_PATH},
{ "stopPathing", eTriggerCommandType::STOP_PATHING},
{ "startPathing", eTriggerCommandType::START_PATHING},
{ "LockOrUnlockControls", eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS},
{ "PlayEffect", eTriggerCommandType::PLAY_EFFECT},
{ "StopEffect", eTriggerCommandType::STOP_EFFECT},
{ "activateMusicCue", eTriggerCommandType::ACTIVATE_MUSIC_CUE},
{ "deactivateMusicCue", eTriggerCommandType::DEACTIVATE_MUSIC_CUE},
{ "flashMusicCue", eTriggerCommandType::FLASH_MUSIC_CUE},
{ "setMusicParameter", eTriggerCommandType::SET_MUSIC_PARAMETER},
{ "play2DAmbientSound", eTriggerCommandType::PLAY_2D_AMBIENT_SOUND},
{ "stop2DAmbientSound", eTriggerCommandType::STOP_2D_AMBIENT_SOUND},
{ "play3DAmbientSound", eTriggerCommandType::PLAY_3D_AMBIENT_SOUND},
{ "stop3DAmbientSound", eTriggerCommandType::STOP_3D_AMBIENT_SOUND},
{ "activateMixerProgram", eTriggerCommandType::ACTIVATE_MIXER_PROGRAM},
{ "deactivateMixerProgram", eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM},
{ "CastSkill", eTriggerCommandType::CAST_SKILL},
{ "displayZoneSummary", eTriggerCommandType::DISPLAY_ZONE_SUMMARY},
{ "SetPhysicsVolumeEffect", eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT},
{ "SetPhysicsVolumeStatus", eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS},
{ "setModelToBuild", eTriggerCommandType::SET_MODEL_TO_BUILD},
{ "spawnModelBricks", eTriggerCommandType::SPAWN_MODEL_BRICKS},
{ "ActivateSpawnerNetwork", eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK},
{ "DeactivateSpawnerNetwork", eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK},
{ "ResetSpawnerNetwork", eTriggerCommandType::RESET_SPAWNER_NETWORK},
{ "DestroySpawnerNetworkObjects", eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS},
{ "Go_To_Waypoint", eTriggerCommandType::GO_TO_WAYPOINT},
{ "ActivatePhysics", eTriggerCommandType::ACTIVATE_PHYSICS}
};
auto intermed = TriggerCommandMap.find(commandString);
return (intermed != TriggerCommandMap.end()) ? intermed->second : eTriggerCommandType::INVALID;
};
};
#endif //!__ETRIGGERCOMMANDTYPE__H__

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@@ -0,0 +1,53 @@
#ifndef __ETRIGGEREVENTTYPE__H__
#define __ETRIGGEREVENTTYPE__H__
enum class eTriggerEventType {
INVALID,
DESTROY,
CUSTOM_EVENT,
ENTER,
EXIT,
CREATE,
HIT,
TIMER_DONE,
REBUILD_COMPLETE,
ACTIVATED,
DEACTIVATED,
ARRIVED,
ARRIVED_AT_END_OF_PATH,
ZONE_SUMMARY_DISMISSED,
ARRIVED_AT_DESIRED_WAYPOINT,
PET_ON_SWITCH,
PET_OFF_SWITCH,
INTERACT
};
class TriggerEventType {
public:
static eTriggerEventType StringToTriggerEventType(std::string commandString) {
const std::map<std::string, eTriggerEventType> TriggerEventMap = {
{"OnDestroy", eTriggerEventType::DESTROY},
{"OnCustomEvent", eTriggerEventType::CUSTOM_EVENT},
{"OnEnter", eTriggerEventType::ENTER},
{"OnExit", eTriggerEventType::EXIT},
{"OnCreate", eTriggerEventType::CREATE},
{"OnHit", eTriggerEventType::HIT},
{"OnTimerDone", eTriggerEventType::TIMER_DONE},
{"OnRebuildComplete", eTriggerEventType::REBUILD_COMPLETE},
{"OnActivated", eTriggerEventType::ACTIVATED},
{"OnDeactivated", eTriggerEventType::DEACTIVATED},
{"OnArrived", eTriggerEventType::ARRIVED},
{"OnArrivedAtEndOfPath", eTriggerEventType::ARRIVED_AT_END_OF_PATH},
{"OnZoneSummaryDismissed", eTriggerEventType::ZONE_SUMMARY_DISMISSED},
{"OnArrivedAtDesiredWaypoint", eTriggerEventType::ARRIVED_AT_DESIRED_WAYPOINT},
{"OnPetOnSwitch", eTriggerEventType::PET_ON_SWITCH},
{"OnPetOffSwitch", eTriggerEventType::PET_OFF_SWITCH},
{"OnInteract", eTriggerEventType::INTERACT},
};
auto intermed = TriggerEventMap.find(commandString);
return (intermed != TriggerEventMap.end()) ? intermed->second : eTriggerEventType::INVALID;
};
};
#endif //!__ETRIGGEREVENTTYPE__H__

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@@ -0,0 +1,13 @@
#ifndef __EUGCMODERATIONSTATUS__H__
#define __EUGCMODERATIONSTATUS__H__
#include <cstdint>
enum class eUgcModerationStatus : uint32_t {
NoStatus,
Approved,
Rejected,
};
#endif //!__EUGCMODERATIONSTATUS__H__

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@@ -0,0 +1,14 @@
#pragma once
#ifndef __EUNEQUIPPABLEACTIVETYPE__H__
#define __EUNEQUIPPABLEACTIVETYPE__H__
#include <cstdint>
enum class eUnequippableActiveType : int32_t {
INVALID = -1,
PET = 0,
MOUNT
};
#endif //!__EUNEQUIPPABLEACTIVETYPE__H__

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@@ -89,7 +89,7 @@ void dLogger::Log(const std::string& className, const std::string& message) {
void dLogger::LogDebug(const char* className, const char* format, ...) {
if (!m_logDebugStatements) return;
va_list args;
std::string log = "[" + std::string(className) + "] " + std::string(format);
std::string log = "[" + std::string(className) + "] " + std::string(format) + "\n";
va_start(args, format);
vLog(log.c_str(), args);
va_end(args);

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@@ -1,36 +0,0 @@
#pragma once
#ifndef __EITEMTYPE__H__
#define __EITEMTYPE__H__
#include <cstdint>
enum class eItemType : int32_t {
ITEM_TYPE_UNKNOWN = -1, //!< An unknown item type
ITEM_TYPE_BRICK = 1, //!< A brick
ITEM_TYPE_HAT = 2, //!< A hat / head item
ITEM_TYPE_HAIR = 3, //!< A hair item
ITEM_TYPE_NECK = 4, //!< A neck item
ITEM_TYPE_LEFT_HAND = 5, //!< A left handed item
ITEM_TYPE_RIGHT_HAND = 6, //!< A right handed item
ITEM_TYPE_LEGS = 7, //!< A pants item
ITEM_TYPE_LEFT_TRINKET = 8, //!< A left handled trinket item
ITEM_TYPE_RIGHT_TRINKET = 9, //!< A right handed trinket item
ITEM_TYPE_BEHAVIOR = 10, //!< A behavior
ITEM_TYPE_PROPERTY = 11, //!< A property
ITEM_TYPE_MODEL = 12, //!< A model
ITEM_TYPE_COLLECTIBLE = 13, //!< A collectible item
ITEM_TYPE_CONSUMABLE = 14, //!< A consumable item
ITEM_TYPE_CHEST = 15, //!< A chest item
ITEM_TYPE_EGG = 16, //!< An egg
ITEM_TYPE_PET_FOOD = 17, //!< A pet food item
ITEM_TYPE_QUEST_OBJECT = 18, //!< A quest item
ITEM_TYPE_PET_INVENTORY_ITEM = 19, //!< A pet inventory item
ITEM_TYPE_PACKAGE = 20, //!< A package
ITEM_TYPE_LOOT_MODEL = 21, //!< A loot model
ITEM_TYPE_VEHICLE = 22, //!< A vehicle
ITEM_TYPE_CURRENCY = 23, //!< Currency
ITEM_TYPE_MOUNT = 24 //!< A Mount
};
#endif //!__EITEMTYPE__H__

View File

@@ -14,6 +14,11 @@ CppSQLite3Query CDClientDatabase::ExecuteQuery(const std::string& query) {
return conn->execQuery(query.c_str());
}
//! Updates the CDClient file with Data Manipulation Language (DML) commands.
int CDClientDatabase::ExecuteDML(const std::string& query) {
return conn->execDML(query.c_str());
}
//! Makes prepared statements
CppSQLite3Statement CDClientDatabase::CreatePreppedStmt(const std::string& query) {
return conn->compileStatement(query.c_str());

View File

@@ -40,6 +40,14 @@ namespace CDClientDatabase {
*/
CppSQLite3Query ExecuteQuery(const std::string& query);
//! Updates the CDClient file with Data Manipulation Language (DML) commands.
/*!
\param query The DML command to run. DML command can be multiple queries in one string but only
the last one will return its number of updated rows.
\return The number of updated rows.
*/
int ExecuteDML(const std::string& query);
//! Queries the CDClient and parses arguments
/*!
\param query The query with formatted arguments

View File

@@ -1,46 +1,80 @@
#include "CDClientManager.h"
#include "CDActivityRewardsTable.h"
#include "CDAnimationsTable.h"
#include "CDBehaviorParameterTable.h"
#include "CDBehaviorTemplateTable.h"
#include "CDComponentsRegistryTable.h"
#include "CDCurrencyTableTable.h"
#include "CDDestructibleComponentTable.h"
#include "CDEmoteTable.h"
#include "CDInventoryComponentTable.h"
#include "CDItemComponentTable.h"
#include "CDItemSetsTable.h"
#include "CDItemSetSkillsTable.h"
#include "CDLevelProgressionLookupTable.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "CDMissionNPCComponentTable.h"
#include "CDMissionTasksTable.h"
#include "CDMissionsTable.h"
#include "CDObjectSkillsTable.h"
#include "CDObjectsTable.h"
#include "CDPhysicsComponentTable.h"
#include "CDRebuildComponentTable.h"
#include "CDScriptComponentTable.h"
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"
#include "CDVendorComponentTable.h"
#include "CDActivitiesTable.h"
#include "CDPackageComponentTable.h"
#include "CDProximityMonitorComponentTable.h"
#include "CDMovementAIComponentTable.h"
#include "CDBrickIDTableTable.h"
#include "CDRarityTableTable.h"
#include "CDMissionEmailTable.h"
#include "CDRewardsTable.h"
#include "CDPropertyEntranceComponentTable.h"
#include "CDPropertyTemplateTable.h"
#include "CDFeatureGatingTable.h"
#include "CDRailActivatorComponent.h"
// Static Variables
CDClientManager* CDClientManager::m_Address = nullptr;
//! Initializes the manager
void CDClientManager::Initialize(void) {
tables.insert(std::make_pair("ActivityRewards", new CDActivityRewardsTable()));
UNUSED(tables.insert(std::make_pair("Animations", new CDAnimationsTable())));
tables.insert(std::make_pair("BehaviorParameter", new CDBehaviorParameterTable()));
tables.insert(std::make_pair("BehaviorTemplate", new CDBehaviorTemplateTable()));
tables.insert(std::make_pair("ComponentsRegistry", new CDComponentsRegistryTable()));
tables.insert(std::make_pair("CurrencyTable", new CDCurrencyTableTable()));
tables.insert(std::make_pair("DestructibleComponent", new CDDestructibleComponentTable()));
tables.insert(std::make_pair("EmoteTable", new CDEmoteTableTable()));
tables.insert(std::make_pair("InventoryComponent", new CDInventoryComponentTable()));
tables.insert(std::make_pair("ItemComponent", new CDItemComponentTable()));
tables.insert(std::make_pair("ItemSets", new CDItemSetsTable()));
tables.insert(std::make_pair("ItemSetSkills", new CDItemSetSkillsTable()));
tables.insert(std::make_pair("LevelProgressionLookup", new CDLevelProgressionLookupTable()));
tables.insert(std::make_pair("LootMatrix", new CDLootMatrixTable()));
tables.insert(std::make_pair("LootTable", new CDLootTableTable()));
tables.insert(std::make_pair("MissionNPCComponent", new CDMissionNPCComponentTable()));
tables.insert(std::make_pair("MissionTasks", new CDMissionTasksTable()));
tables.insert(std::make_pair("Missions", new CDMissionsTable()));
tables.insert(std::make_pair("ObjectSkills", new CDObjectSkillsTable()));
tables.insert(std::make_pair("Objects", new CDObjectsTable()));
tables.insert(std::make_pair("PhysicsComponent", new CDPhysicsComponentTable()));
tables.insert(std::make_pair("RebuildComponent", new CDRebuildComponentTable()));
tables.insert(std::make_pair("ScriptComponent", new CDScriptComponentTable()));
tables.insert(std::make_pair("SkillBehavior", new CDSkillBehaviorTable()));
tables.insert(std::make_pair("ZoneTable", new CDZoneTableTable()));
tables.insert(std::make_pair("VendorComponent", new CDVendorComponentTable()));
tables.insert(std::make_pair("Activities", new CDActivitiesTable()));
tables.insert(std::make_pair("PackageComponent", new CDPackageComponentTable()));
tables.insert(std::make_pair("ProximityMonitorComponent", new CDProximityMonitorComponentTable()));
tables.insert(std::make_pair("MovementAIComponent", new CDMovementAIComponentTable()));
tables.insert(std::make_pair("BrickIDTable", new CDBrickIDTableTable()));
tables.insert(std::make_pair("RarityTable", new CDRarityTableTable()));
tables.insert(std::make_pair("MissionEmail", new CDMissionEmailTable()));
tables.insert(std::make_pair("Rewards", new CDRewardsTable()));
tables.insert(std::make_pair("PropertyEntranceComponent", new CDPropertyEntranceComponentTable()));
tables.insert(std::make_pair("PropertyTemplate", new CDPropertyTemplateTable()));
tables.insert(std::make_pair("FeatureGating", new CDFeatureGatingTable()));
tables.insert(std::make_pair("RailActivatorComponent", new CDRailActivatorComponentTable()));
CDClientManager::CDClientManager() {
CDActivityRewardsTable::Instance();
UNUSED(CDAnimationsTable::Instance());
CDBehaviorParameterTable::Instance();
CDBehaviorTemplateTable::Instance();
CDComponentsRegistryTable::Instance();
CDCurrencyTableTable::Instance();
CDDestructibleComponentTable::Instance();
CDEmoteTableTable::Instance();
CDInventoryComponentTable::Instance();
CDItemComponentTable::Instance();
CDItemSetsTable::Instance();
CDItemSetSkillsTable::Instance();
CDLevelProgressionLookupTable::Instance();
CDLootMatrixTable::Instance();
CDLootTableTable::Instance();
CDMissionNPCComponentTable::Instance();
CDMissionTasksTable::Instance();
CDMissionsTable::Instance();
CDObjectSkillsTable::Instance();
CDObjectsTable::Instance();
CDPhysicsComponentTable::Instance();
CDRebuildComponentTable::Instance();
CDScriptComponentTable::Instance();
CDSkillBehaviorTable::Instance();
CDZoneTableTable::Instance();
CDVendorComponentTable::Instance();
CDActivitiesTable::Instance();
CDPackageComponentTable::Instance();
CDProximityMonitorComponentTable::Instance();
CDMovementAIComponentTable::Instance();
CDBrickIDTableTable::Instance();
CDRarityTableTable::Instance();
CDMissionEmailTable::Instance();
CDRewardsTable::Instance();
CDPropertyEntranceComponentTable::Instance();
CDPropertyTemplateTable::Instance();
CDFeatureGatingTable::Instance();
CDRailActivatorComponentTable::Instance();
}

View File

@@ -1,96 +1,24 @@
#pragma once
// Custom Classes
#include "CDTable.h"
// Tables
#include "CDActivityRewardsTable.h"
#include "CDAnimationsTable.h"
#include "CDBehaviorParameterTable.h"
#include "CDBehaviorTemplateTable.h"
#include "CDComponentsRegistryTable.h"
#include "CDCurrencyTableTable.h"
#include "CDDestructibleComponentTable.h"
#include "CDEmoteTable.h"
#include "CDInventoryComponentTable.h"
#include "CDItemComponentTable.h"
#include "CDItemSetsTable.h"
#include "CDItemSetSkillsTable.h"
#include "CDLevelProgressionLookupTable.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "CDMissionNPCComponentTable.h"
#include "CDMissionTasksTable.h"
#include "CDMissionsTable.h"
#include "CDObjectSkillsTable.h"
#include "CDObjectsTable.h"
#include "CDPhysicsComponentTable.h"
#include "CDRebuildComponentTable.h"
#include "CDScriptComponentTable.h"
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"
#include "CDVendorComponentTable.h"
#include "CDActivitiesTable.h"
#include "CDPackageComponentTable.h"
#include "CDProximityMonitorComponentTable.h"
#include "CDMovementAIComponentTable.h"
#include "CDBrickIDTableTable.h"
#include "CDRarityTableTable.h"
#include "CDMissionEmailTable.h"
#include "CDRewardsTable.h"
#include "CDPropertyEntranceComponentTable.h"
#include "CDPropertyTemplateTable.h"
#include "CDFeatureGatingTable.h"
#include "CDRailActivatorComponent.h"
#include "Singleton.h"
// C++
#include <type_traits>
#include <unordered_map>
/*!
\file CDClientManager.hpp
\brief A manager for the CDClient tables
/**
* Initialize the CDClient tables so they are all loaded into memory.
*/
//! Manages all data from the CDClient
class CDClientManager {
private:
static CDClientManager* m_Address; //!< The singleton address
std::unordered_map<std::string, CDTable*> tables; //!< The tables
class CDClientManager : public Singleton<CDClientManager> {
public:
CDClientManager();
//! The singleton method
static CDClientManager* Instance() {
if (m_Address == 0) {
m_Address = new CDClientManager;
}
return m_Address;
}
//! Initializes the manager
void Initialize(void);
//! Fetches a CDClient table
/*!
This function uses typename T which must be a subclass of CDTable.
It returns the class that conforms to the class name
\param tableName The table name
\return The class or nullptr
/**
* Fetch a table from CDClient
*
* @tparam Table type to fetch
* @return A pointer to the requested table.
*/
template<typename T>
T* GetTable(const std::string& tableName) {
static_assert(std::is_base_of<CDTable, T>::value, "T should inherit from CDTable!");
for (auto itr = this->tables.begin(); itr != this->tables.end(); ++itr) {
if (itr->first == tableName) {
return dynamic_cast<T*>(itr->second);
}
}
return nullptr;
T* GetTable() {
return &T::Instance();
}
};

View File

@@ -14,8 +14,6 @@ std::string Database::database;
void Database::Connect(const string& host, const string& database, const string& username, const string& password) {
//To bypass debug issues:
std::string newHost = "tcp://" + host;
const char* szHost = newHost.c_str();
const char* szDatabase = database.c_str();
const char* szUsername = username.c_str();
const char* szPassword = password.c_str();
@@ -23,7 +21,24 @@ void Database::Connect(const string& host, const string& database, const string&
driver = sql::mariadb::get_driver_instance();
sql::Properties properties;
properties["hostName"] = szHost;
// The mariadb connector is *supposed* to handle unix:// and pipe:// prefixes to hostName, but there are bugs where
// 1) it tries to parse a database from the connection string (like in tcp://localhost:3001/darkflame) based on the
// presence of a /
// 2) even avoiding that, the connector still assumes you're connecting with a tcp socket
// So, what we do in the presence of a unix socket or pipe is to set the hostname to the protocol and localhost,
// which avoids parsing errors while still ensuring the correct connection type is used, and then setting the appropriate
// property manually (which the URL parsing fails to do)
const std::string UNIX_PROTO = "unix://";
const std::string PIPE_PROTO = "pipe://";
if (host.find(UNIX_PROTO) == 0) {
properties["hostName"] = "unix://localhost";
properties["localSocket"] = host.substr(UNIX_PROTO.length()).c_str();
} else if (host.find(PIPE_PROTO) == 0) {
properties["hostName"] = "pipe://localhost";
properties["pipe"] = host.substr(PIPE_PROTO.length()).c_str();
} else {
properties["hostName"] = host.c_str();
}
properties["user"] = szUsername;
properties["password"] = szPassword;
properties["autoReconnect"] = "true";
@@ -35,8 +50,14 @@ void Database::Connect(const string& host, const string& database, const string&
}
void Database::Connect() {
con = driver->connect(Database::props);
con->setSchema(Database::database);
// `connect(const Properties& props)` segfaults in windows debug, but
// `connect(const SQLString& host, const SQLString& user, const SQLString& pwd)` doesn't handle pipes/unix sockets correctly
if (Database::props.find("localSocket") != Database::props.end() || Database::props.find("pipe") != Database::props.end()) {
con = driver->connect(Database::props);
} else {
con = driver->connect(Database::props["hostName"].c_str(), Database::props["user"].c_str(), Database::props["password"].c_str());
}
con->setSchema(Database::database.c_str());
}
void Database::Destroy(std::string source, bool log) {
@@ -83,3 +104,15 @@ sql::PreparedStatement* Database::CreatePreppedStmt(const std::string& query) {
void Database::Commit() {
Database::con->commit();
}
bool Database::GetAutoCommit() {
// TODO This should not just access a pointer. A future PR should update this
// to check for null and throw an error if the connection is not valid.
return con->getAutoCommit();
}
void Database::SetAutoCommit(bool value) {
// TODO This should not just access a pointer. A future PR should update this
// to check for null and throw an error if the connection is not valid.
Database::con->setAutoCommit(value);
}

View File

@@ -23,6 +23,8 @@ public:
static sql::Statement* CreateStmt();
static sql::PreparedStatement* CreatePreppedStmt(const std::string& query);
static void Commit();
static bool GetAutoCommit();
static void SetAutoCommit(bool value);
static std::string GetDatabase() { return database; }
static sql::Properties GetProperties() { return props; }

View File

@@ -1,65 +1,20 @@
#include "MigrationRunner.h"
#include "BrickByBrickFix.h"
#include "CDClientDatabase.h"
#include "Database.h"
#include "Game.h"
#include "GeneralUtils.h"
#include "dLogger.h"
#include "BinaryPathFinder.h"
#include <fstream>
#include <algorithm>
#include <thread>
#include <istream>
void MigrationRunner::RunMigrations() {
auto stmt = Database::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP());");
stmt->executeQuery();
delete stmt;
sql::SQLString finalSQL = "";
Migration checkMigration{};
for (const auto& entry : GeneralUtils::GetFileNamesFromFolder("./migrations/")) {
auto migration = LoadMigration(entry);
if (migration.data.empty()) {
continue;
}
checkMigration = migration;
stmt = Database::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
stmt->setString(1, migration.name);
auto res = stmt->executeQuery();
bool doExit = res->next();
delete res;
delete stmt;
if (doExit) continue;
Game::logger->Log("MigrationRunner", "Running migration: %s", migration.name.c_str());
finalSQL.append(migration.data);
finalSQL.append('\n');
stmt = Database::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
stmt->setString(1, entry);
stmt->execute();
delete stmt;
}
if (!finalSQL.empty()) {
try {
auto simpleStatement = Database::CreateStmt();
simpleStatement->execute(finalSQL);
delete simpleStatement;
} catch (sql::SQLException e) {
Game::logger->Log("MigrationRunner", "Encountered error running migration: %s", e.what());
}
}
}
Migration MigrationRunner::LoadMigration(std::string path) {
Migration LoadMigration(std::string path) {
Migration migration{};
std::ifstream file("./migrations/" + path);
std::ifstream file(BinaryPathFinder::GetBinaryDir() / "migrations/" / path);
if (file.is_open()) {
std::hash<std::string> hash;
std::string line;
std::string total = "";
@@ -75,3 +30,129 @@ Migration MigrationRunner::LoadMigration(std::string path) {
return migration;
}
void MigrationRunner::RunMigrations() {
auto* stmt = Database::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP());");
stmt->execute();
delete stmt;
sql::SQLString finalSQL = "";
bool runSd0Migrations = false;
for (const auto& entry : GeneralUtils::GetSqlFileNamesFromFolder((BinaryPathFinder::GetBinaryDir() / "./migrations/dlu/").string())) {
auto migration = LoadMigration("dlu/" + entry);
if (migration.data.empty()) {
continue;
}
stmt = Database::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
stmt->setString(1, migration.name.c_str());
auto* res = stmt->executeQuery();
bool doExit = res->next();
delete res;
delete stmt;
if (doExit) continue;
Game::logger->Log("MigrationRunner", "Running migration: %s", migration.name.c_str());
if (migration.name == "dlu/5_brick_model_sd0.sql") {
runSd0Migrations = true;
} else {
finalSQL.append(migration.data.c_str());
}
stmt = Database::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
stmt->setString(1, migration.name.c_str());
stmt->execute();
delete stmt;
}
if (finalSQL.empty() && !runSd0Migrations) {
Game::logger->Log("MigrationRunner", "Server database is up to date.");
return;
}
if (!finalSQL.empty()) {
auto migration = GeneralUtils::SplitString(static_cast<std::string>(finalSQL), ';');
std::unique_ptr<sql::Statement> simpleStatement(Database::CreateStmt());
for (auto& query : migration) {
try {
if (query.empty()) continue;
simpleStatement->execute(query.c_str());
} catch (sql::SQLException& e) {
Game::logger->Log("MigrationRunner", "Encountered error running migration: %s", e.what());
}
}
}
// Do this last on the off chance none of the other migrations have been run yet.
if (runSd0Migrations) {
uint32_t numberOfUpdatedModels = BrickByBrickFix::UpdateBrickByBrickModelsToSd0();
Game::logger->Log("MasterServer", "%i models were updated from zlib to sd0.", numberOfUpdatedModels);
uint32_t numberOfTruncatedModels = BrickByBrickFix::TruncateBrokenBrickByBrickXml();
Game::logger->Log("MasterServer", "%i models were truncated from the database.", numberOfTruncatedModels);
}
}
void MigrationRunner::RunSQLiteMigrations() {
auto cdstmt = CDClientDatabase::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP);");
cdstmt.execQuery().finalize();
cdstmt.finalize();
auto* stmt = Database::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP());");
stmt->execute();
delete stmt;
for (const auto& entry : GeneralUtils::GetSqlFileNamesFromFolder((BinaryPathFinder::GetBinaryDir() / "migrations/cdserver/").string())) {
auto migration = LoadMigration("cdserver/" + entry);
if (migration.data.empty()) continue;
// Check if there is an entry in the migration history table on the cdclient database.
cdstmt = CDClientDatabase::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
cdstmt.bind((int32_t) 1, migration.name.c_str());
auto cdres = cdstmt.execQuery();
bool doExit = !cdres.eof();
cdres.finalize();
cdstmt.finalize();
if (doExit) continue;
// Check first if there is entry in the migration history table on the main database.
stmt = Database::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
stmt->setString(1, migration.name.c_str());
auto* res = stmt->executeQuery();
doExit = res->next();
delete res;
delete stmt;
if (doExit) {
// Insert into cdclient database if there is an entry in the main database but not the cdclient database.
cdstmt = CDClientDatabase::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
cdstmt.bind((int32_t) 1, migration.name.c_str());
cdstmt.execQuery().finalize();
cdstmt.finalize();
continue;
}
// Doing these 1 migration at a time since one takes a long time and some may think it is crashing.
// This will at the least guarentee that the full migration needs to be run in order to be counted as "migrated".
Game::logger->Log("MigrationRunner", "Executing migration: %s. This may take a while. Do not shut down server.", migration.name.c_str());
CDClientDatabase::ExecuteQuery("BEGIN TRANSACTION;");
for (const auto& dml : GeneralUtils::SplitString(migration.data, ';')) {
if (dml.empty()) continue;
try {
CDClientDatabase::ExecuteDML(dml.c_str());
} catch (CppSQLite3Exception& e) {
Game::logger->Log("MigrationRunner", "Encountered error running DML command: (%i) : %s", e.errorCode(), e.errorMessage());
}
}
// Insert into cdclient database.
cdstmt = CDClientDatabase::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
cdstmt.bind((int32_t) 1, migration.name.c_str());
cdstmt.execQuery().finalize();
cdstmt.finalize();
CDClientDatabase::ExecuteQuery("COMMIT;");
}
Game::logger->Log("MigrationRunner", "CDServer database is up to date.");
}

View File

@@ -1,19 +1,13 @@
#pragma once
#include "Database.h"
#include "dCommonVars.h"
#include "Game.h"
#include "dCommonVars.h"
#include "dLogger.h"
#include <string>
struct Migration {
std::string data;
std::string name;
};
class MigrationRunner {
public:
static void RunMigrations();
static Migration LoadMigration(std::string path);
namespace MigrationRunner {
void RunMigrations();
void RunSQLiteMigrations();
};

View File

@@ -1,6 +1,5 @@
#include "CDActivitiesTable.h"
//! Constructor
CDActivitiesTable::CDActivitiesTable(void) {
// First, get the size of the table
@@ -21,25 +20,25 @@ CDActivitiesTable::CDActivitiesTable(void) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM Activities");
while (!tableData.eof()) {
CDActivities entry;
entry.ActivityID = tableData.getIntField(0, -1);
entry.locStatus = tableData.getIntField(1, -1);
entry.instanceMapID = tableData.getIntField(2, -1);
entry.minTeams = tableData.getIntField(3, -1);
entry.maxTeams = tableData.getIntField(4, -1);
entry.minTeamSize = tableData.getIntField(5, -1);
entry.maxTeamSize = tableData.getIntField(6, -1);
entry.waitTime = tableData.getIntField(7, -1);
entry.startDelay = tableData.getIntField(8, -1);
entry.requiresUniqueData = tableData.getIntField(9, -1);
entry.leaderboardType = tableData.getIntField(10, -1);
entry.localize = tableData.getIntField(11, -1);
entry.optionalCostLOT = tableData.getIntField(12, -1);
entry.optionalCostCount = tableData.getIntField(13, -1);
entry.showUIRewards = tableData.getIntField(14, -1);
entry.CommunityActivityFlagID = tableData.getIntField(15, -1);
entry.gate_version = tableData.getStringField(16, "");
entry.noTeamLootOnDeath = tableData.getIntField(17, -1);
entry.optionalPercentage = tableData.getFloatField(18, -1.0f);
entry.ActivityID = tableData.getIntField("ActivityID", -1);
entry.locStatus = tableData.getIntField("locStatus", -1);
entry.instanceMapID = tableData.getIntField("instanceMapID", -1);
entry.minTeams = tableData.getIntField("minTeams", -1);
entry.maxTeams = tableData.getIntField("maxTeams", -1);
entry.minTeamSize = tableData.getIntField("minTeamSize", -1);
entry.maxTeamSize = tableData.getIntField("maxTeamSize", -1);
entry.waitTime = tableData.getIntField("waitTime", -1);
entry.startDelay = tableData.getIntField("startDelay", -1);
entry.requiresUniqueData = tableData.getIntField("requiresUniqueData", -1);
entry.leaderboardType = tableData.getIntField("leaderboardType", -1);
entry.localize = tableData.getIntField("localize", -1);
entry.optionalCostLOT = tableData.getIntField("optionalCostLOT", -1);
entry.optionalCostCount = tableData.getIntField("optionalCostCount", -1);
entry.showUIRewards = tableData.getIntField("showUIRewards", -1);
entry.CommunityActivityFlagID = tableData.getIntField("CommunityActivityFlagID", -1);
entry.gate_version = tableData.getStringField("gate_version", "");
entry.noTeamLootOnDeath = tableData.getIntField("noTeamLootOnDeath", -1);
entry.optionalPercentage = tableData.getFloatField("optionalPercentage", -1.0f);
this->entries.push_back(entry);
tableData.nextRow();
@@ -48,15 +47,6 @@ CDActivitiesTable::CDActivitiesTable(void) {
tableData.finalize();
}
//! Destructor
CDActivitiesTable::~CDActivitiesTable(void) {}
//! Returns the table's name
std::string CDActivitiesTable::GetName(void) const {
return "Activities";
}
//! Queries the table with a custom "where" clause
std::vector<CDActivities> CDActivitiesTable::Query(std::function<bool(CDActivities)> predicate) {
std::vector<CDActivities> data = cpplinq::from(this->entries)
@@ -66,7 +56,7 @@ std::vector<CDActivities> CDActivitiesTable::Query(std::function<bool(CDActiviti
return data;
}
//! Gets all the entries in the table
std::vector<CDActivities> CDActivitiesTable::GetEntries(void) const {
return this->entries;
}

View File

@@ -3,12 +3,6 @@
// Custom Classes
#include "CDTable.h"
/*!
\file CDActivitiesTable.hpp
\brief Contains data for the Activities table
*/
//! Activities Entry Struct
struct CDActivities {
unsigned int ActivityID;
unsigned int locStatus;
@@ -31,36 +25,14 @@ struct CDActivities {
float optionalPercentage;
};
//! Activities table
class CDActivitiesTable : public CDTable {
class CDActivitiesTable : public CDTable<CDActivitiesTable> {
private:
std::vector<CDActivities> entries;
public:
//! Constructor
CDActivitiesTable(void);
//! Destructor
~CDActivitiesTable(void);
//! Returns the table's name
/*!
\return The table name
*/
std::string GetName(void) const override;
//! Queries the table with a custom "where" clause
/*!
\param predicate The predicate
*/
CDActivitiesTable();
// Queries the table with a custom "where" clause
std::vector<CDActivities> Query(std::function<bool(CDActivities)> predicate);
//! Gets all the entries in the table
/*!
\return The entries
*/
std::vector<CDActivities> GetEntries(void) const;
};

View File

@@ -1,6 +1,5 @@
#include "CDActivityRewardsTable.h"
//! Constructor
CDActivityRewardsTable::CDActivityRewardsTable(void) {
// First, get the size of the table
@@ -21,13 +20,13 @@ CDActivityRewardsTable::CDActivityRewardsTable(void) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM ActivityRewards");
while (!tableData.eof()) {
CDActivityRewards entry;
entry.objectTemplate = tableData.getIntField(0, -1);
entry.ActivityRewardIndex = tableData.getIntField(1, -1);
entry.activityRating = tableData.getIntField(2, -1);
entry.LootMatrixIndex = tableData.getIntField(3, -1);
entry.CurrencyIndex = tableData.getIntField(4, -1);
entry.ChallengeRating = tableData.getIntField(5, -1);
entry.description = tableData.getStringField(6, "");
entry.objectTemplate = tableData.getIntField("objectTemplate", -1);
entry.ActivityRewardIndex = tableData.getIntField("ActivityRewardIndex", -1);
entry.activityRating = tableData.getIntField("activityRating", -1);
entry.LootMatrixIndex = tableData.getIntField("LootMatrixIndex", -1);
entry.CurrencyIndex = tableData.getIntField("CurrencyIndex", -1);
entry.ChallengeRating = tableData.getIntField("ChallengeRating", -1);
entry.description = tableData.getStringField("description", "");
this->entries.push_back(entry);
tableData.nextRow();
@@ -36,15 +35,6 @@ CDActivityRewardsTable::CDActivityRewardsTable(void) {
tableData.finalize();
}
//! Destructor
CDActivityRewardsTable::~CDActivityRewardsTable(void) {}
//! Returns the table's name
std::string CDActivityRewardsTable::GetName(void) const {
return "ActivityRewards";
}
//! Queries the table with a custom "where" clause
std::vector<CDActivityRewards> CDActivityRewardsTable::Query(std::function<bool(CDActivityRewards)> predicate) {
std::vector<CDActivityRewards> data = cpplinq::from(this->entries)
@@ -54,7 +44,7 @@ std::vector<CDActivityRewards> CDActivityRewardsTable::Query(std::function<bool(
return data;
}
//! Gets all the entries in the table
std::vector<CDActivityRewards> CDActivityRewardsTable::GetEntries(void) const {
return this->entries;
}

View File

@@ -3,12 +3,6 @@
// Custom Classes
#include "CDTable.h"
/*!
\file CDActivityRewardsTable.hpp
\brief Contains data for the ActivityRewards table
*/
//! ActivityRewards Entry Struct
struct CDActivityRewards {
unsigned int objectTemplate; //!< The object template (?)
unsigned int ActivityRewardIndex; //!< The activity reward index
@@ -19,36 +13,15 @@ struct CDActivityRewards {
std::string description; //!< The description
};
//! ActivityRewards table
class CDActivityRewardsTable : public CDTable {
class CDActivityRewardsTable : public CDTable<CDActivityRewardsTable> {
private:
std::vector<CDActivityRewards> entries;
public:
//! Constructor
CDActivityRewardsTable(void);
//! Destructor
~CDActivityRewardsTable(void);
//! Returns the table's name
/*!
\return The table name
*/
std::string GetName(void) const override;
//! Queries the table with a custom "where" clause
/*!
\param predicate The predicate
*/
CDActivityRewardsTable();
// Queries the table with a custom "where" clause
std::vector<CDActivityRewards> Query(std::function<bool(CDActivityRewards)> predicate);
//! Gets all the entries in the table
/*!
\return The entries
*/
std::vector<CDActivityRewards> GetEntries(void) const;
};

View File

@@ -1,6 +1,5 @@
#include "CDAnimationsTable.h"
//! Constructor
CDAnimationsTable::CDAnimationsTable(void) {
// First, get the size of the table
@@ -21,19 +20,19 @@ CDAnimationsTable::CDAnimationsTable(void) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM Animations");
while (!tableData.eof()) {
CDAnimations entry;
entry.animationGroupID = tableData.getIntField(0, -1);
entry.animation_type = tableData.getStringField(1, "");
entry.animation_name = tableData.getStringField(2, "");
entry.chance_to_play = tableData.getFloatField(3, -1.0f);
entry.min_loops = tableData.getIntField(4, -1);
entry.max_loops = tableData.getIntField(5, -1);
entry.animation_length = tableData.getFloatField(6, -1.0f);
entry.hideEquip = tableData.getIntField(7, -1) == 1 ? true : false;
entry.ignoreUpperBody = tableData.getIntField(8, -1) == 1 ? true : false;
entry.restartable = tableData.getIntField(9, -1) == 1 ? true : false;
entry.face_animation_name = tableData.getStringField(10, "");
entry.priority = tableData.getFloatField(11, -1.0f);
entry.blendTime = tableData.getFloatField(12, -1.0f);
entry.animationGroupID = tableData.getIntField("animationGroupID", -1);
entry.animation_type = tableData.getStringField("animation_type", "");
entry.animation_name = tableData.getStringField("animation_name", "");
entry.chance_to_play = tableData.getFloatField("chance_to_play", -1.0f);
entry.min_loops = tableData.getIntField("min_loops", -1);
entry.max_loops = tableData.getIntField("max_loops", -1);
entry.animation_length = tableData.getFloatField("animation_length", -1.0f);
entry.hideEquip = tableData.getIntField("hideEquip", -1) == 1 ? true : false;
entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", -1) == 1 ? true : false;
entry.restartable = tableData.getIntField("restartable", -1) == 1 ? true : false;
entry.face_animation_name = tableData.getStringField("face_animation_name", "");
entry.priority = tableData.getFloatField("priority", -1.0f);
entry.blendTime = tableData.getFloatField("blendTime", -1.0f);
this->entries.push_back(entry);
tableData.nextRow();
@@ -42,15 +41,6 @@ CDAnimationsTable::CDAnimationsTable(void) {
tableData.finalize();
}
//! Destructor
CDAnimationsTable::~CDAnimationsTable(void) {}
//! Returns the table's name
std::string CDAnimationsTable::GetName(void) const {
return "Animations";
}
//! Queries the table with a custom "where" clause
std::vector<CDAnimations> CDAnimationsTable::Query(std::function<bool(CDAnimations)> predicate) {
std::vector<CDAnimations> data = cpplinq::from(this->entries)
@@ -60,7 +50,7 @@ std::vector<CDAnimations> CDAnimationsTable::Query(std::function<bool(CDAnimatio
return data;
}
//! Gets all the entries in the table
std::vector<CDAnimations> CDAnimationsTable::GetEntries(void) const {
return this->entries;
}

View File

@@ -3,12 +3,6 @@
// Custom Classes
#include "CDTable.h"
/*!
\file CDAnimationsTable.hpp
\brief Contains data for the Animations table
*/
//! Animations Entry Struct
struct CDAnimations {
unsigned int animationGroupID; //!< The animation group ID
std::string animation_type; //!< The animation type
@@ -26,35 +20,14 @@ struct CDAnimations {
};
//! Animations table
class CDAnimationsTable : public CDTable {
class CDAnimationsTable : public CDTable<CDAnimationsTable> {
private:
std::vector<CDAnimations> entries;
public:
//! Constructor
CDAnimationsTable(void);
//! Destructor
~CDAnimationsTable(void);
//! Returns the table's name
/*!
\return The table name
*/
std::string GetName(void) const override;
//! Queries the table with a custom "where" clause
/*!
\param predicate The predicate
*/
CDAnimationsTable();
// Queries the table with a custom "where" clause
std::vector<CDAnimations> Query(std::function<bool(CDAnimations)> predicate);
//! Gets all the entries in the table
/*!
\return The entries
*/
std::vector<CDAnimations> GetEntries(void) const;
};

View File

@@ -1,28 +1,25 @@
#include "CDBehaviorParameterTable.h"
#include "GeneralUtils.h"
//! Constructor
CDBehaviorParameterTable::CDBehaviorParameterTable(void) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM BehaviorParameter");
size_t hash = 0;
uint32_t uniqueParameterId = 0;
uint64_t hash = 0;
while (!tableData.eof()) {
hash = 0;
CDBehaviorParameter entry;
entry.behaviorID = tableData.getIntField(0, -1);
auto candidateStringToAdd = std::string(tableData.getStringField(1, ""));
entry.behaviorID = tableData.getIntField("behaviorID", -1);
auto candidateStringToAdd = std::string(tableData.getStringField("parameterID", ""));
auto parameter = m_ParametersList.find(candidateStringToAdd);
if (parameter != m_ParametersList.end()) {
entry.parameterID = parameter;
} else {
entry.parameterID = m_ParametersList.insert(candidateStringToAdd).first;
entry.parameterID = m_ParametersList.insert(std::make_pair(candidateStringToAdd, uniqueParameterId)).first;
uniqueParameterId++;
}
entry.value = tableData.getFloatField(2, -1.0f);
hash = entry.behaviorID;
hash = (hash << 31U) | entry.parameterID->second;
entry.value = tableData.getFloatField("value", -1.0f);
GeneralUtils::hash_combine(hash, entry.behaviorID);
GeneralUtils::hash_combine(hash, *entry.parameterID);
auto it = m_Entries.find(entry.behaviorID);
m_ParametersList.insert(*entry.parameterID);
m_Entries.insert(std::make_pair(hash, entry));
tableData.nextRow();
@@ -30,40 +27,30 @@ CDBehaviorParameterTable::CDBehaviorParameterTable(void) {
tableData.finalize();
}
//! Destructor
CDBehaviorParameterTable::~CDBehaviorParameterTable(void) {}
float CDBehaviorParameterTable::GetValue(const uint32_t behaviorID, const std::string& name, const float defaultValue) {
auto parameterID = this->m_ParametersList.find(name);
if (parameterID == this->m_ParametersList.end()) return defaultValue;
//! Returns the table's name
std::string CDBehaviorParameterTable::GetName(void) const {
return "BehaviorParameter";
}
uint64_t hash = behaviorID;
CDBehaviorParameter CDBehaviorParameterTable::GetEntry(const uint32_t behaviorID, const std::string& name, const float defaultValue) {
CDBehaviorParameter returnValue;
returnValue.behaviorID = 0;
returnValue.parameterID = m_ParametersList.end();
returnValue.value = defaultValue;
size_t hash = 0;
GeneralUtils::hash_combine(hash, behaviorID);
GeneralUtils::hash_combine(hash, name);
hash = (hash << 31U) | parameterID->second;
// Search for specific parameter
const auto& it = m_Entries.find(hash);
return it != m_Entries.end() ? it->second : returnValue;
return it != m_Entries.end() ? it->second.value : defaultValue;
}
std::map<std::string, float> CDBehaviorParameterTable::GetParametersByBehaviorID(uint32_t behaviorID) {
size_t hash;
uint64_t hashBase = behaviorID;
std::map<std::string, float> returnInfo;
for (auto parameterCandidate : m_ParametersList) {
hash = 0;
GeneralUtils::hash_combine(hash, behaviorID);
GeneralUtils::hash_combine(hash, parameterCandidate);
uint64_t hash;
for (auto& parameterCandidate : m_ParametersList) {
hash = (hashBase << 31U) | parameterCandidate.second;
auto infoCandidate = m_Entries.find(hash);
if (infoCandidate != m_Entries.end()) {
returnInfo.insert(std::make_pair(*(infoCandidate->second.parameterID), infoCandidate->second.value));
returnInfo.insert(std::make_pair(infoCandidate->second.parameterID->first, infoCandidate->second.value));
}
}
return returnInfo;
}

View File

@@ -5,38 +5,19 @@
#include <unordered_map>
#include <unordered_set>
/*!
\file CDBehaviorParameterTable.hpp
\brief Contains data for the BehaviorParameter table
*/
//! BehaviorParameter Entry Struct
struct CDBehaviorParameter {
unsigned int behaviorID; //!< The Behavior ID
std::unordered_set<std::string>::iterator parameterID; //!< The Parameter ID
float value; //!< The value of the behavior template
unsigned int behaviorID; //!< The Behavior ID
std::unordered_map<std::string, uint32_t>::iterator parameterID; //!< The Parameter ID
float value; //!< The value of the behavior template
};
//! BehaviorParameter table
class CDBehaviorParameterTable : public CDTable {
class CDBehaviorParameterTable : public CDTable<CDBehaviorParameterTable> {
private:
std::unordered_map<size_t, CDBehaviorParameter> m_Entries;
std::unordered_set<std::string> m_ParametersList;
std::unordered_map<uint64_t, CDBehaviorParameter> m_Entries;
std::unordered_map<std::string, uint32_t> m_ParametersList;
public:
//! Constructor
CDBehaviorParameterTable(void);
//! Destructor
~CDBehaviorParameterTable(void);
//! Returns the table's name
/*!
\return The table name
*/
std::string GetName(void) const override;
CDBehaviorParameter GetEntry(const uint32_t behaviorID, const std::string& name, const float defaultValue = 0);
CDBehaviorParameterTable();
float GetValue(const uint32_t behaviorID, const std::string& name, const float defaultValue = 0);
std::map<std::string, float> GetParametersByBehaviorID(uint32_t behaviorID);
};

View File

@@ -1,6 +1,5 @@
#include "CDBehaviorTemplateTable.h"
//! Constructor
CDBehaviorTemplateTable::CDBehaviorTemplateTable(void) {
// First, get the size of the table
@@ -21,9 +20,9 @@ CDBehaviorTemplateTable::CDBehaviorTemplateTable(void) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM BehaviorTemplate");
while (!tableData.eof()) {
CDBehaviorTemplate entry;
entry.behaviorID = tableData.getIntField(0, -1);
entry.templateID = tableData.getIntField(1, -1);
entry.effectID = tableData.getIntField(2, -1);
entry.behaviorID = tableData.getIntField("behaviorID", -1);
entry.templateID = tableData.getIntField("templateID", -1);
entry.effectID = tableData.getIntField("effectID", -1);
auto candidateToAdd = tableData.getStringField(3, "");
auto parameter = m_EffectHandles.find(candidateToAdd);
if (parameter != m_EffectHandles.end()) {
@@ -40,15 +39,6 @@ CDBehaviorTemplateTable::CDBehaviorTemplateTable(void) {
tableData.finalize();
}
//! Destructor
CDBehaviorTemplateTable::~CDBehaviorTemplateTable(void) {}
//! Returns the table's name
std::string CDBehaviorTemplateTable::GetName(void) const {
return "BehaviorTemplate";
}
//! Queries the table with a custom "where" clause
std::vector<CDBehaviorTemplate> CDBehaviorTemplateTable::Query(std::function<bool(CDBehaviorTemplate)> predicate) {
std::vector<CDBehaviorTemplate> data = cpplinq::from(this->entries)
@@ -58,7 +48,6 @@ std::vector<CDBehaviorTemplate> CDBehaviorTemplateTable::Query(std::function<boo
return data;
}
//! Gets all the entries in the table
std::vector<CDBehaviorTemplate> CDBehaviorTemplateTable::GetEntries(void) const {
return this->entries;
}
@@ -75,3 +64,4 @@ const CDBehaviorTemplate CDBehaviorTemplateTable::GetByBehaviorID(uint32_t behav
return entry->second;
}
}

View File

@@ -5,12 +5,6 @@
#include <unordered_map>
#include <unordered_set>
/*!
\file CDBehaviorTemplateTable.hpp
\brief Contains data for the BehaviorTemplate table
*/
//! BehaviorTemplate Entry Struct
struct CDBehaviorTemplate {
unsigned int behaviorID; //!< The Behavior ID
unsigned int templateID; //!< The Template ID (LOT)
@@ -19,36 +13,16 @@ struct CDBehaviorTemplate {
};
//! BehaviorTemplate table
class CDBehaviorTemplateTable : public CDTable {
class CDBehaviorTemplateTable : public CDTable<CDBehaviorTemplateTable> {
private:
std::vector<CDBehaviorTemplate> entries;
std::unordered_map<uint32_t, CDBehaviorTemplate> entriesMappedByBehaviorID;
std::unordered_set<std::string> m_EffectHandles;
public:
//! Constructor
CDBehaviorTemplateTable(void);
//! Destructor
~CDBehaviorTemplateTable(void);
//! Returns the table's name
/*!
\return The table name
*/
std::string GetName(void) const override;
//! Queries the table with a custom "where" clause
/*!
\param predicate The predicate
*/
CDBehaviorTemplateTable();
// Queries the table with a custom "where" clause
std::vector<CDBehaviorTemplate> Query(std::function<bool(CDBehaviorTemplate)> predicate);
//! Gets all the entries in the table
/*!
\return The entries
*/
std::vector<CDBehaviorTemplate> GetEntries(void) const;
const CDBehaviorTemplate GetByBehaviorID(uint32_t behaviorID);

View File

@@ -1,6 +1,5 @@
#include "CDBrickIDTableTable.h"
//! Constructor
CDBrickIDTableTable::CDBrickIDTableTable(void) {
// First, get the size of the table
@@ -21,8 +20,8 @@ CDBrickIDTableTable::CDBrickIDTableTable(void) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM BrickIDTable");
while (!tableData.eof()) {
CDBrickIDTable entry;
entry.NDObjectID = tableData.getIntField(0, -1);
entry.LEGOBrickID = tableData.getIntField(1, -1);
entry.NDObjectID = tableData.getIntField("NDObjectID", -1);
entry.LEGOBrickID = tableData.getIntField("LEGOBrickID", -1);
this->entries.push_back(entry);
tableData.nextRow();
@@ -31,15 +30,6 @@ CDBrickIDTableTable::CDBrickIDTableTable(void) {
tableData.finalize();
}
//! Destructor
CDBrickIDTableTable::~CDBrickIDTableTable(void) {}
//! Returns the table's name
std::string CDBrickIDTableTable::GetName(void) const {
return "BrickIDTable";
}
//! Queries the table with a custom "where" clause
std::vector<CDBrickIDTable> CDBrickIDTableTable::Query(std::function<bool(CDBrickIDTable)> predicate) {
std::vector<CDBrickIDTable> data = cpplinq::from(this->entries)
@@ -49,7 +39,7 @@ std::vector<CDBrickIDTable> CDBrickIDTableTable::Query(std::function<bool(CDBric
return data;
}
//! Gets all the entries in the table
std::vector<CDBrickIDTable> CDBrickIDTableTable::GetEntries(void) const {
return this->entries;
}

View File

@@ -16,34 +16,14 @@ struct CDBrickIDTable {
//! BrickIDTable table
class CDBrickIDTableTable : public CDTable {
class CDBrickIDTableTable : public CDTable<CDBrickIDTableTable> {
private:
std::vector<CDBrickIDTable> entries;
public:
//! Constructor
CDBrickIDTableTable(void);
//! Destructor
~CDBrickIDTableTable(void);
//! Returns the table's name
/*!
\return The table name
*/
std::string GetName(void) const override;
//! Queries the table with a custom "where" clause
/*!
\param predicate The predicate
*/
CDBrickIDTableTable();
// Queries the table with a custom "where" clause
std::vector<CDBrickIDTable> Query(std::function<bool(CDBrickIDTable)> predicate);
//! Gets all the entries in the table
/*!
\return The entries
*/
std::vector<CDBrickIDTable> GetEntries(void) const;
};

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