fix(save): avoid double-save.

feat(logging): more complete logging data.
This commit is contained in:
Houmgaor
2025-11-01 00:37:59 +01:00
parent 18592c5ded
commit afc554f1ec
5 changed files with 297 additions and 62 deletions

View File

@@ -11,10 +11,16 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Alpelo object system backport functionality
- Better config file handling and structure
- Comprehensive production logging for save operations (warehouse, Koryo points, savedata)
- Disconnect type tracking (graceful, connection_lost, error) with detailed logging
- Session lifecycle logging with duration and metrics tracking
### Changed
- Improved config handling
- Refactored logout flow to save all data before cleanup (prevents data loss race conditions)
- Unified save operation into single `saveAllCharacterData()` function with proper error handling
- Removed duplicate save calls in `logoutPlayer()` function
### Fixed
@@ -26,6 +32,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Fixed missing stage transfer packet for empty zones
- Fixed save data corruption check rejecting valid saves due to name encoding mismatches (SJIS/UTF-8)
- Fixed incomplete saves during logout - character savedata now persisted even during ungraceful disconnects
- Fixed double-save bug in logout flow that caused unnecessary database operations
- Fixed save operation ordering - now saves data before session cleanup instead of after
### Security

View File

@@ -177,35 +177,158 @@ func handleMsgSysLogout(s *Session, p mhfpacket.MHFPacket) {
logoutPlayer(s)
}
// saveAllCharacterData saves all character data to the database with proper error handling.
// This function ensures data persistence even if the client disconnects unexpectedly.
// It handles:
// - Main savedata blob (compressed)
// - User binary data (house, gallery, etc.)
// - Playtime updates
// - RP updates
// - Name corruption prevention
func saveAllCharacterData(s *Session, rpToAdd int) error {
saveStart := time.Now()
// Get current savedata from database
characterSaveData, err := GetCharacterSaveData(s, s.charID)
if err != nil {
s.logger.Error("Failed to retrieve character save data",
zap.Error(err),
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
)
return err
}
if characterSaveData == nil {
s.logger.Warn("Character save data is nil, skipping save",
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
)
return nil
}
// Force name to match to prevent corruption detection issues
// This handles SJIS/UTF-8 encoding differences across game versions
if characterSaveData.Name != s.Name {
s.logger.Debug("Correcting name mismatch before save",
zap.String("savedata_name", characterSaveData.Name),
zap.String("session_name", s.Name),
zap.Uint32("charID", s.charID),
)
characterSaveData.Name = s.Name
characterSaveData.updateSaveDataWithStruct()
}
// Update playtime from session
if !s.playtimeTime.IsZero() {
sessionPlaytime := uint32(time.Since(s.playtimeTime).Seconds())
s.playtime += sessionPlaytime
s.logger.Debug("Updated playtime",
zap.Uint32("session_playtime_seconds", sessionPlaytime),
zap.Uint32("total_playtime", s.playtime),
zap.Uint32("charID", s.charID),
)
}
characterSaveData.Playtime = s.playtime
// Update RP if any gained during session
if rpToAdd > 0 {
characterSaveData.RP += uint16(rpToAdd)
if characterSaveData.RP >= s.server.erupeConfig.GameplayOptions.MaximumRP {
characterSaveData.RP = s.server.erupeConfig.GameplayOptions.MaximumRP
s.logger.Debug("RP capped at maximum",
zap.Uint16("max_rp", s.server.erupeConfig.GameplayOptions.MaximumRP),
zap.Uint32("charID", s.charID),
)
}
s.logger.Debug("Added RP",
zap.Int("rp_gained", rpToAdd),
zap.Uint16("new_rp", characterSaveData.RP),
zap.Uint32("charID", s.charID),
)
}
// Save to database (main savedata + user_binary)
characterSaveData.Save(s)
saveDuration := time.Since(saveStart)
s.logger.Info("Saved character data successfully",
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
zap.Duration("duration", saveDuration),
zap.Int("rp_added", rpToAdd),
zap.Uint32("playtime", s.playtime),
)
return nil
}
func logoutPlayer(s *Session) {
logoutStart := time.Now()
// Log logout initiation with session details
sessionDuration := time.Duration(0)
if s.sessionStart > 0 {
sessionDuration = time.Since(time.Unix(s.sessionStart, 0))
}
s.logger.Info("Player logout initiated",
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
zap.Duration("session_duration", sessionDuration),
)
// Calculate session metrics FIRST (before cleanup)
var timePlayed int
var sessionTime int
var rpGained int
if s.charID != 0 {
_ = s.server.db.QueryRow("SELECT time_played FROM characters WHERE id = $1", s.charID).Scan(&timePlayed)
sessionTime = int(TimeAdjusted().Unix()) - int(s.sessionStart)
timePlayed += sessionTime
if mhfcourse.CourseExists(30, s.courses) {
rpGained = timePlayed / 900
timePlayed = timePlayed % 900
s.server.db.Exec("UPDATE characters SET cafe_time=cafe_time+$1 WHERE id=$2", sessionTime, s.charID)
} else {
rpGained = timePlayed / 1800
timePlayed = timePlayed % 1800
}
s.logger.Debug("Session metrics calculated",
zap.Uint32("charID", s.charID),
zap.Int("session_time_seconds", sessionTime),
zap.Int("rp_gained", rpGained),
zap.Int("time_played_remainder", timePlayed),
)
// Save all character data ONCE with all updates
// This is the safety net that ensures data persistence even if client
// didn't send save packets before disconnecting
if err := saveAllCharacterData(s, rpGained); err != nil {
s.logger.Error("Failed to save character data during logout",
zap.Error(err),
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
)
// Continue with logout even if save fails
}
// Update time_played and guild treasure hunt
s.server.db.Exec("UPDATE characters SET time_played = $1 WHERE id = $2", timePlayed, s.charID)
s.server.db.Exec(`UPDATE guild_characters SET treasure_hunt=NULL WHERE character_id=$1`, s.charID)
}
// NOW do cleanup (after save is complete)
s.server.Lock()
delete(s.server.sessions, s.rawConn)
s.rawConn.Close()
delete(s.server.objectIDs, s)
s.server.Unlock()
// Save all character data before logout to prevent data loss
// This ensures data is persisted even if client disconnects unexpectedly
if s.charID != 0 {
characterSaveData, err := GetCharacterSaveData(s, s.charID)
if err == nil && characterSaveData != nil {
// Force name to match to prevent corruption detection issues
characterSaveData.Name = s.Name
characterSaveData.updateSaveDataWithStruct()
// Update playtime in savedata before saving
if !s.playtimeTime.IsZero() {
s.playtime += uint32(time.Since(s.playtimeTime).Seconds())
}
characterSaveData.Playtime = s.playtime
characterSaveData.Save(s)
s.logger.Info("Saved character data during logout", zap.Uint32("charID", s.charID))
} else if err != nil {
s.logger.Warn("Failed to retrieve character save data during logout", zap.Error(err), zap.Uint32("charID", s.charID))
}
}
// Stage cleanup
for _, stage := range s.server.stages {
// Tell sessions registered to disconnecting players quest to unregister
if stage.host != nil && stage.host.charID == s.charID {
@@ -224,6 +347,7 @@ func logoutPlayer(s *Session) {
}
}
// Update sign sessions and server player count
_, err := s.server.db.Exec("UPDATE sign_sessions SET server_id=NULL, char_id=NULL WHERE token=$1", s.token)
if err != nil {
panic(err)
@@ -234,30 +358,17 @@ func logoutPlayer(s *Session) {
panic(err)
}
var timePlayed int
var sessionTime int
_ = s.server.db.QueryRow("SELECT time_played FROM characters WHERE id = $1", s.charID).Scan(&timePlayed)
sessionTime = int(TimeAdjusted().Unix()) - int(s.sessionStart)
timePlayed += sessionTime
var rpGained int
if mhfcourse.CourseExists(30, s.courses) {
rpGained = timePlayed / 900
timePlayed = timePlayed % 900
s.server.db.Exec("UPDATE characters SET cafe_time=cafe_time+$1 WHERE id=$2", sessionTime, s.charID)
} else {
rpGained = timePlayed / 1800
timePlayed = timePlayed % 1800
}
s.server.db.Exec("UPDATE characters SET time_played = $1 WHERE id = $2", timePlayed, s.charID)
s.server.db.Exec(`UPDATE guild_characters SET treasure_hunt=NULL WHERE character_id=$1`, s.charID)
if s.stage == nil {
logoutDuration := time.Since(logoutStart)
s.logger.Info("Player logout completed",
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
zap.Duration("logout_duration", logoutDuration),
)
return
}
// Broadcast user deletion and final cleanup
s.server.BroadcastMHF(&mhfpacket.MsgSysDeleteUser{
CharID: s.charID,
}, s)
@@ -271,16 +382,13 @@ func logoutPlayer(s *Session) {
removeSessionFromSemaphore(s)
removeSessionFromStage(s)
saveData, err := GetCharacterSaveData(s, s.charID)
if err != nil || saveData == nil {
s.logger.Error("Failed to get savedata")
return
}
saveData.RP += uint16(rpGained)
if saveData.RP >= s.server.erupeConfig.GameplayOptions.MaximumRP {
saveData.RP = s.server.erupeConfig.GameplayOptions.MaximumRP
}
saveData.Save(s)
logoutDuration := time.Since(logoutStart)
s.logger.Info("Player logout completed",
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
zap.Duration("logout_duration", logoutDuration),
zap.Int("rp_gained", rpGained),
)
}
func handleMsgSysSetStatus(s *Session, p mhfpacket.MHFPacket) {}

View File

@@ -493,17 +493,39 @@ func handleMsgMhfEnumerateWarehouse(s *Session, p mhfpacket.MHFPacket) {
func handleMsgMhfUpdateWarehouse(s *Session, p mhfpacket.MHFPacket) {
pkt := p.(*mhfpacket.MsgMhfUpdateWarehouse)
saveStart := time.Now()
var err error
var boxTypeName string
var dataSize int
switch pkt.BoxType {
case 0:
boxTypeName = "items"
newStacks := mhfitem.DiffItemStacks(warehouseGetItems(s, pkt.BoxIndex), pkt.UpdatedItems)
_, err = s.server.db.Exec(fmt.Sprintf(`UPDATE warehouse SET item%d=$1 WHERE character_id=$2`, pkt.BoxIndex), mhfitem.SerializeWarehouseItems(newStacks), s.charID)
serialized := mhfitem.SerializeWarehouseItems(newStacks)
dataSize = len(serialized)
s.logger.Debug("Warehouse save request",
zap.Uint32("charID", s.charID),
zap.String("box_type", boxTypeName),
zap.Uint8("box_index", pkt.BoxIndex),
zap.Int("item_count", len(pkt.UpdatedItems)),
zap.Int("data_size", dataSize),
)
_, err = s.server.db.Exec(fmt.Sprintf(`UPDATE warehouse SET item%d=$1 WHERE character_id=$2`, pkt.BoxIndex), serialized, s.charID)
if err != nil {
s.logger.Error("Failed to update warehouse items", zap.Error(err))
s.logger.Error("Failed to update warehouse items",
zap.Error(err),
zap.Uint32("charID", s.charID),
zap.Uint8("box_index", pkt.BoxIndex),
)
doAckSimpleFail(s, pkt.AckHandle, make([]byte, 4))
return
}
case 1:
boxTypeName = "equipment"
var fEquip []mhfitem.MHFEquipment
oEquips := warehouseGetEquipment(s, pkt.BoxIndex)
for _, uEquip := range pkt.UpdatedEquipment {
@@ -526,12 +548,38 @@ func handleMsgMhfUpdateWarehouse(s *Session, p mhfpacket.MHFPacket) {
fEquip = append(fEquip, oEquip)
}
}
_, err = s.server.db.Exec(fmt.Sprintf(`UPDATE warehouse SET equip%d=$1 WHERE character_id=$2`, pkt.BoxIndex), mhfitem.SerializeWarehouseEquipment(fEquip), s.charID)
serialized := mhfitem.SerializeWarehouseEquipment(fEquip)
dataSize = len(serialized)
s.logger.Debug("Warehouse save request",
zap.Uint32("charID", s.charID),
zap.String("box_type", boxTypeName),
zap.Uint8("box_index", pkt.BoxIndex),
zap.Int("equip_count", len(pkt.UpdatedEquipment)),
zap.Int("data_size", dataSize),
)
_, err = s.server.db.Exec(fmt.Sprintf(`UPDATE warehouse SET equip%d=$1 WHERE character_id=$2`, pkt.BoxIndex), serialized, s.charID)
if err != nil {
s.logger.Error("Failed to update warehouse equipment", zap.Error(err))
s.logger.Error("Failed to update warehouse equipment",
zap.Error(err),
zap.Uint32("charID", s.charID),
zap.Uint8("box_index", pkt.BoxIndex),
)
doAckSimpleFail(s, pkt.AckHandle, make([]byte, 4))
return
}
}
saveDuration := time.Since(saveStart)
s.logger.Info("Warehouse saved successfully",
zap.Uint32("charID", s.charID),
zap.String("box_type", boxTypeName),
zap.Uint8("box_index", pkt.BoxIndex),
zap.Int("data_size", dataSize),
zap.Duration("duration", saveDuration),
)
doAckSimpleSucceed(s, pkt.AckHandle, make([]byte, 4))
}

View File

@@ -4,16 +4,37 @@ import (
"erupe-ce/common/byteframe"
"erupe-ce/network/mhfpacket"
"go.uber.org/zap"
"time"
)
func handleMsgMhfAddKouryouPoint(s *Session, p mhfpacket.MHFPacket) {
// hunting with both ranks maxed gets you these
pkt := p.(*mhfpacket.MsgMhfAddKouryouPoint)
saveStart := time.Now()
s.logger.Debug("Adding Koryo points",
zap.Uint32("charID", s.charID),
zap.Uint32("points_to_add", pkt.KouryouPoints),
)
var points int
err := s.server.db.QueryRow("UPDATE characters SET kouryou_point=COALESCE(kouryou_point + $1, $1) WHERE id=$2 RETURNING kouryou_point", pkt.KouryouPoints, s.charID).Scan(&points)
if err != nil {
s.logger.Error("Failed to update KouryouPoint in db", zap.Error(err))
s.logger.Error("Failed to update KouryouPoint in db",
zap.Error(err),
zap.Uint32("charID", s.charID),
zap.Uint32("points_to_add", pkt.KouryouPoints),
)
} else {
saveDuration := time.Since(saveStart)
s.logger.Info("Koryo points added successfully",
zap.Uint32("charID", s.charID),
zap.Uint32("points_added", pkt.KouryouPoints),
zap.Int("new_total", points),
zap.Duration("duration", saveDuration),
)
}
resp := byteframe.NewByteFrame()
resp.WriteUint32(uint32(points))
doAckBufSucceed(s, pkt.AckHandle, resp.Data())
@@ -24,7 +45,15 @@ func handleMsgMhfGetKouryouPoint(s *Session, p mhfpacket.MHFPacket) {
var points int
err := s.server.db.QueryRow("SELECT COALESCE(kouryou_point, 0) FROM characters WHERE id = $1", s.charID).Scan(&points)
if err != nil {
s.logger.Error("Failed to get kouryou_point savedata from db", zap.Error(err))
s.logger.Error("Failed to get kouryou_point from db",
zap.Error(err),
zap.Uint32("charID", s.charID),
)
} else {
s.logger.Debug("Retrieved Koryo points",
zap.Uint32("charID", s.charID),
zap.Int("points", points),
)
}
resp := byteframe.NewByteFrame()
resp.WriteUint32(uint32(points))
@@ -33,12 +62,32 @@ func handleMsgMhfGetKouryouPoint(s *Session, p mhfpacket.MHFPacket) {
func handleMsgMhfExchangeKouryouPoint(s *Session, p mhfpacket.MHFPacket) {
// spent at the guildmaster, 10000 a roll
var points int
pkt := p.(*mhfpacket.MsgMhfExchangeKouryouPoint)
saveStart := time.Now()
s.logger.Debug("Exchanging Koryo points",
zap.Uint32("charID", s.charID),
zap.Uint32("points_to_spend", pkt.KouryouPoints),
)
var points int
err := s.server.db.QueryRow("UPDATE characters SET kouryou_point=kouryou_point - $1 WHERE id=$2 RETURNING kouryou_point", pkt.KouryouPoints, s.charID).Scan(&points)
if err != nil {
s.logger.Error("Failed to update platemyset savedata in db", zap.Error(err))
s.logger.Error("Failed to exchange Koryo points",
zap.Error(err),
zap.Uint32("charID", s.charID),
zap.Uint32("points_to_spend", pkt.KouryouPoints),
)
} else {
saveDuration := time.Since(saveStart)
s.logger.Info("Koryo points exchanged successfully",
zap.Uint32("charID", s.charID),
zap.Uint32("points_spent", pkt.KouryouPoints),
zap.Int("remaining_points", points),
zap.Duration("duration", saveDuration),
)
}
resp := byteframe.NewByteFrame()
resp.WriteUint32(uint32(points))
doAckBufSucceed(s, pkt.AckHandle, resp.Data())

View File

@@ -177,16 +177,38 @@ func (s *Session) sendLoop() {
func (s *Session) recvLoop() {
for {
if s.closed.Load() {
// Graceful disconnect - client sent logout packet
s.logger.Info("Session closed gracefully",
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
zap.String("disconnect_type", "graceful"),
)
logoutPlayer(s)
return
}
pkt, err := s.cryptConn.ReadPacket()
if err == io.EOF {
s.logger.Info(fmt.Sprintf("[%s] Disconnected", s.Name))
// Connection lost - client disconnected without logout packet
sessionDuration := time.Duration(0)
if s.sessionStart > 0 {
sessionDuration = time.Since(time.Unix(s.sessionStart, 0))
}
s.logger.Info("Connection lost (EOF)",
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
zap.String("disconnect_type", "connection_lost"),
zap.Duration("session_duration", sessionDuration),
)
logoutPlayer(s)
return
} else if err != nil {
s.logger.Warn("Error on ReadPacket, exiting recv loop", zap.Error(err))
// Connection error - network issue or malformed packet
s.logger.Warn("Connection error, exiting recv loop",
zap.Error(err),
zap.Uint32("charID", s.charID),
zap.String("name", s.Name),
zap.String("disconnect_type", "error"),
)
logoutPlayer(s)
return
}