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