osb/source/game/StarUniverseServer.hpp

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#pragma once
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#include "StarLockFile.hpp"
#include "StarIdMap.hpp"
#include "StarWorkerPool.hpp"
#include "StarGameTypes.hpp"
#include "StarCelestialCoordinate.hpp"
#include "StarServerClientContext.hpp"
#include "StarWorldServerThread.hpp"
#include "StarSystemWorldServerThread.hpp"
#include "StarUniverseConnection.hpp"
#include "StarUniverseSettings.hpp"
namespace Star {
STAR_CLASS(Clock);
STAR_CLASS(File);
STAR_CLASS(Player);
STAR_CLASS(ChatProcessor);
STAR_CLASS(CommandProcessor);
STAR_CLASS(TeamManager);
STAR_CLASS(UniverseServer);
STAR_CLASS(WorldTemplate);
STAR_CLASS(WorldServer);
STAR_CLASS(UniverseSettings);
STAR_EXCEPTION(UniverseServerException, StarException);
// Manages all running worlds, listens for new client connections and marshalls
// between all the different worlds and all the different client connections
// and routes packets between them.
class UniverseServer : public Thread {
public:
UniverseServer(String const& storageDir);
~UniverseServer();
// If enabled, will listen on the configured server port for incoming
// connections.
void setListeningTcp(bool listenTcp);
// Connects an arbitrary UniverseConnection to this server
void addClient(UniverseConnection remoteConnection);
// Constructs an in-process connection to a UniverseServer for a
// UniverseClient, and returns the other side of the connection.
UniverseConnection addLocalClient();
// Signals the UniverseServer to stop and then joins the thread.
void stop();
void setPause(bool pause);
void setTimescale(float timescale);
void setTickRate(float tickRate);
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List<WorldId> activeWorlds() const;
bool isWorldActive(WorldId const& worldId) const;
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List<ConnectionId> clientIds() const;
size_t numberOfClients() const;
uint32_t maxClients() const;
bool isConnectedClient(ConnectionId clientId) const;
String clientDescriptor(ConnectionId clientId) const;
String clientNick(ConnectionId clientId) const;
Maybe<ConnectionId> findNick(String const& nick) const;
Maybe<Uuid> uuidForClient(ConnectionId clientId) const;
Maybe<ConnectionId> clientForUuid(Uuid const& uuid) const;
void adminBroadcast(String const& text);
void adminWhisper(ConnectionId clientId, String const& text);
String adminCommand(String text);
bool isAdmin(ConnectionId clientId) const;
bool canBecomeAdmin(ConnectionId clientId) const;
void setAdmin(ConnectionId clientId, bool admin);
bool isLocal(ConnectionId clientId) const;
bool isPvp(ConnectionId clientId) const;
void setPvp(ConnectionId clientId, bool pvp);
RpcThreadPromise<Json> sendWorldMessage(WorldId const& worldId, String const& message, JsonArray const& args = {});
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void clientWarpPlayer(ConnectionId clientId, WarpAction action, bool deploy = false);
void clientFlyShip(ConnectionId clientId, Vec3I const& system, SystemLocation const& location);
WorldId clientWorld(ConnectionId clientId) const;
CelestialCoordinate clientShipCoordinate(ConnectionId clientId) const;
ClockPtr universeClock() const;
UniverseSettingsPtr universeSettings() const;
CelestialDatabase& celestialDatabase();
// If the client exists and is in a valid connection state, executes the
// given function on the client world and player object in a thread safe way.
// Returns true if function was called, false if client was not found or in
// an invalid connection state.
bool executeForClient(ConnectionId clientId, function<void(WorldServer*, PlayerPtr)> action);
void disconnectClient(ConnectionId clientId, String const& reason);
void banUser(ConnectionId clientId, String const& reason, pair<bool, bool> banType, Maybe<int> timeout);
bool unbanIp(String const& addressString);
bool unbanUuid(String const& uuidString);
bool updatePlanetType(CelestialCoordinate const& coordinate, String const& newType, String const& weatherBiome);
bool sendPacket(ConnectionId clientId, PacketPtr packet);
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protected:
virtual void run();
private:
struct TimeoutBan {
int64_t banExpiry;
String reason;
Maybe<HostAddress> ip;
Maybe<Uuid> uuid;
};
enum class TcpState : uint8_t { No, Yes, Fuck };
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void processUniverseFlags();
void sendPendingChat();
void updateTeams();
void updateShips();
void sendClockUpdates();
void sendClientContextUpdate(ServerClientContextPtr clientContext);
void sendClientContextUpdates();
void kickErroredPlayers();
void reapConnections();
void processPlanetTypeChanges();
void warpPlayers();
void flyShips();
void arriveShips();
void respondToCelestialRequests();
void processChat();
void clearBrokenWorlds();
void handleWorldMessages();
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void shutdownInactiveWorlds();
void doTriggeredStorage();
void saveSettings();
void loadSettings();
// Either returns the default configured starter world, or a new randomized
// starter world, or if a randomized world is not yet available, starts a job
// to find a randomized starter world and returns nothing until it is ready.
Maybe<CelestialCoordinate> nextStarterWorld();
void loadTempWorldIndex();
void saveTempWorldIndex();
String tempWorldFile(InstanceWorldId const& worldId) const;
Maybe<String> isBannedUser(Maybe<HostAddress> hostAddress, Uuid playerUuid) const;
void doTempBan(ConnectionId clientId, String const& reason, pair<bool, bool> banType, int timeout);
void doPermBan(ConnectionId clientId, String const& reason, pair<bool, bool> banType);
void removeTimedBan();
void addCelestialRequests(ConnectionId clientId, List<CelestialRequest> requests);
void worldUpdated(WorldServerThread* worldServer);
void systemWorldUpdated(SystemWorldServerThread* systemWorldServer);
void packetsReceived(UniverseConnectionServer* connectionServer, ConnectionId clientId, List<PacketPtr> packets);
void acceptConnection(UniverseConnection connection, Maybe<HostAddress> remoteAddress);
// Main lock and clients read lock must be held when calling
WarpToWorld resolveWarpAction(WarpAction warpAction, ConnectionId clientId, bool deploy) const;
// Main lock and clients write lock must be held when calling
void doDisconnection(ConnectionId clientId, String const& reason);
// Clients read lock must be held when calling
Maybe<ConnectionId> getClientForUuid(Uuid const& uuid) const;
// Get the world only if it is already loaded, Main lock must be held when
// calling.
WorldServerThreadPtr getWorld(WorldId const& worldId);
// If the world is not created, block and load it, otherwise just return the
// loaded world. Main lock and Clients read lock must be held when calling.
WorldServerThreadPtr createWorld(WorldId const& worldId);
// Trigger off-thread world creation, returns a value when the creation is
// finished, either successfully or with an error. Main lock and Clients
// read lock must be held when calling.
Maybe<WorldServerThreadPtr> triggerWorldCreation(WorldId const& worldId);
// Main lock and clients read lock must be held when calling world promise
// generators
Maybe<WorkerPoolPromise<WorldServerThreadPtr>> makeWorldPromise(WorldId const& worldId);
Maybe<WorkerPoolPromise<WorldServerThreadPtr>> shipWorldPromise(ClientShipWorldId const& uuid);
Maybe<WorkerPoolPromise<WorldServerThreadPtr>> celestialWorldPromise(CelestialWorldId const& coordinate);
Maybe<WorkerPoolPromise<WorldServerThreadPtr>> instanceWorldPromise(InstanceWorldId const& instanceWorld);
// If the system world is not created, initialize it, otherwise return the
// already initialized one
SystemWorldServerThreadPtr createSystemWorld(Vec3I const& location);
bool instanceWorldStoredOrActive(InstanceWorldId const& worldId) const;
// Signal that a world either failed to load, or died due to an exception,
// kicks clients if that world is a ship world. Main lock and clients read
// lock must be held when calling.
void worldDiedWithError(WorldId world);
// Get SkyParameters if the coordinate is a valid world, and empty
// SkyParameters otherwise.
SkyParameters celestialSkyParameters(CelestialCoordinate const& coordinate) const;
mutable RecursiveMutex m_mainLock;
String m_storageDirectory;
ByteArray m_assetsDigest;
Maybe<LockFile> m_storageDirectoryLock;
StringMap<StringList> m_speciesShips;
CelestialMasterDatabasePtr m_celestialDatabase;
ClockPtr m_universeClock;
UniverseSettingsPtr m_universeSettings;
WorkerPool m_workerPool;
int64_t m_storageTriggerDeadline;
int64_t m_clearBrokenWorldsDeadline;
int64_t m_lastClockUpdateSent;
atomic<bool> m_stop;
atomic<TcpState> m_tcpState;
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mutable ReadersWriterMutex m_clientsLock;
unsigned m_maxPlayers;
IdMap<ConnectionId, ServerClientContextPtr> m_clients;
shared_ptr<atomic<bool>> m_pause;
Map<WorldId, Maybe<WorkerPoolPromise<WorldServerThreadPtr>>> m_worlds;
Map<InstanceWorldId, pair<int64_t, int64_t>> m_tempWorldIndex;
Map<Vec3I, SystemWorldServerThreadPtr> m_systemWorlds;
UniverseConnectionServerPtr m_connectionServer;
List<ThreadFunction<void>> m_connectionAcceptThreads;
LinkedList<pair<UniverseConnection, int64_t>> m_deadConnections;
ChatProcessorPtr m_chatProcessor;
CommandProcessorPtr m_commandProcessor;
TeamManagerPtr m_teamManager;
HashMap<ConnectionId, pair<WarpAction, bool>> m_pendingPlayerWarps;
HashMap<ConnectionId, pair<pair<Vec3I, SystemLocation>, Maybe<double>>> m_queuedFlights;
HashMap<ConnectionId, pair<Vec3I, SystemLocation>> m_pendingFlights;
HashMap<ConnectionId, CelestialCoordinate> m_pendingArrivals;
HashMap<ConnectionId, String> m_pendingDisconnections;
HashMap<ConnectionId, List<WorkerPoolPromise<CelestialResponse>>> m_pendingCelestialRequests;
List<pair<WorldId, UniverseFlagAction>> m_pendingFlagActions;
HashMap<ConnectionId, List<pair<String, ChatSendMode>>> m_pendingChat;
Maybe<WorkerPoolPromise<CelestialCoordinate>> m_nextRandomizedStarterWorld;
Map<WorldId, List<WorldServerThread::Message>> m_pendingWorldMessages;
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List<TimeoutBan> m_tempBans;
};
}