// Package channelserver implements the Monster Hunter Frontier channel server. // // The channel server is the core gameplay component that handles actual game sessions, // quests, player interactions, and all in-game activities. It uses a stage-based // architecture where players move between stages (game areas/rooms) and interact // with other players in real-time. // // Architecture Overview: // // The channel server manages three primary concepts: // - Sessions: Individual player connections with their state and packet queues // - Stages: Game rooms/areas where players interact (towns, quests, lobbies) // - Semaphores: Resource locks for coordinating multiplayer activities (quests, events) // // Multiple channel servers can run simultaneously on different ports, allowing // horizontal scaling and separation of different world types (Newbie, Normal, etc). // // Thread Safety: // // This package extensively uses goroutines and shared state. All shared resources // are protected by mutexes. When modifying code, always consider thread safety: // - Server-level: s.Lock() / s.Unlock() for session map // - Stage-level: s.stagesLock.RLock() / s.stagesLock.Lock() for stage map // - Session-level: session.Lock() / session.Unlock() for session state // // Use 'go test -race ./...' to detect race conditions during development. package channelserver import ( "fmt" "net" "sync" "erupe-ce/common/byteframe" ps "erupe-ce/common/pascalstring" "erupe-ce/config" "erupe-ce/network/binpacket" "erupe-ce/network/mhfpacket" "erupe-ce/server/discordbot" "github.com/jmoiron/sqlx" "go.uber.org/zap" ) // Config holds configuration parameters for creating a new channel server. type Config struct { ID uint16 // Channel server ID (unique identifier) Logger *zap.Logger // Logger instance for this channel server DB *sqlx.DB // Database connection pool DiscordBot *discordbot.DiscordBot // Optional Discord bot for chat integration ErupeConfig *config.Config // Global Erupe configuration Name string // Display name for the server (shown in broadcasts) Enable bool // Whether this server is enabled } // userBinaryPartID is a composite key for identifying a specific part of a user's binary data. // User binary data is split into multiple indexed parts and stored separately. type userBinaryPartID struct { charID uint32 // Character ID who owns this binary data index uint8 // Part index (binary data is chunked into multiple parts) } // Server represents a Monster Hunter Frontier channel server instance. // // The Server manages all active player sessions, game stages, and shared resources. // It runs two main goroutines: one for accepting connections and one for managing // the session lifecycle. // // Thread Safety: // Server embeds sync.Mutex for protecting the sessions map. Use Lock()/Unlock() // when reading or modifying s.sessions. The stages map uses a separate RWMutex // (stagesLock) to allow concurrent reads during normal gameplay. type Server struct { sync.Mutex // Protects sessions map and isShuttingDown flag // Server identity and network configuration Channels []*Server // Reference to all channel servers (for world broadcasts) ID uint16 // This server's ID GlobalID string // Global identifier string IP string // Server IP address Port uint16 // Server listening port // Core dependencies logger *zap.Logger // Logger instance db *sqlx.DB // Database connection pool erupeConfig *config.Config // Global configuration // Connection management acceptConns chan net.Conn // Channel for new accepted connections deleteConns chan net.Conn // Channel for connections to be cleaned up sessions map[net.Conn]*Session // Active sessions keyed by connection listener net.Listener // TCP listener (created when Server.Start is called) isShuttingDown bool // Shutdown flag to stop goroutines gracefully // Stage (game room) management stagesLock sync.RWMutex // Protects stages map (RWMutex for concurrent reads) stages map[string]*Stage // Active stages keyed by stage ID string // Localization dict map[string]string // Language string mappings for server messages // User binary data storage // Binary data is player-specific custom data that the client stores on the server userBinaryPartsLock sync.RWMutex // Protects userBinaryParts map userBinaryParts map[userBinaryPartID][]byte // Chunked binary data by character // Semaphore (multiplayer coordination) management semaphoreLock sync.RWMutex // Protects semaphore map and semaphoreIndex semaphore map[string]*Semaphore // Active semaphores keyed by semaphore ID semaphoreIndex uint32 // Auto-incrementing ID for new semaphores (starts at 7) // Optional integrations discordBot *discordbot.DiscordBot // Discord bot for chat relay (nil if disabled) name string // Server display name (used in chat messages) // Special event system: Raviente (large-scale multiplayer raid) raviente *Raviente // Raviente event state and coordination } // Raviente manages the Raviente raid event, a large-scale multiplayer encounter. // // Raviente is a special monster that requires coordination between many players // across multiple phases. This struct tracks registration, event state, and // support/assistance data for the active Raviente encounter. type Raviente struct { sync.Mutex // Protects all Raviente data during concurrent access register *RavienteRegister // Player registration and event timing state *RavienteState // Current state of the Raviente encounter support *RavienteSupport // Support/assistance tracking data } // RavienteRegister tracks player registration and timing for Raviente events. type RavienteRegister struct { nextTime uint32 // Timestamp for next Raviente event startTime uint32 // Event start timestamp postTime uint32 // Event post-completion timestamp killedTime uint32 // Timestamp when Raviente was defeated ravienteType uint32 // Raviente variant (2=Berserk, 3=Extreme, 4=Extreme Limited, 5=Berserk Small) maxPlayers uint32 // Maximum players allowed (determines scaling) carveQuest uint32 // Quest ID for carving phase after defeat register []uint32 // List of registered player IDs (up to 5 slots) } // RavienteState holds the dynamic state data for an active Raviente encounter. // The state array contains 29 uint32 values tracking encounter progress. type RavienteState struct { stateData []uint32 // Raviente encounter state (29 values) } // RavienteSupport tracks support and assistance data for Raviente encounters. // The support array contains 25 uint32 values for coordination features. type RavienteSupport struct { supportData []uint32 // Support/assistance data (25 values) } // NewRaviente creates and initializes a new Raviente event manager with default values. // All state and support arrays are initialized to zero, ready for a new event. func NewRaviente() *Raviente { ravienteRegister := &RavienteRegister{ nextTime: 0, startTime: 0, killedTime: 0, postTime: 0, ravienteType: 0, maxPlayers: 0, carveQuest: 0, } ravienteState := &RavienteState{} ravienteSupport := &RavienteSupport{} ravienteRegister.register = []uint32{0, 0, 0, 0, 0} ravienteState.stateData = []uint32{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ravienteSupport.supportData = []uint32{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} raviente := &Raviente{ register: ravienteRegister, state: ravienteState, support: ravienteSupport, } return raviente } // GetRaviMultiplier calculates the difficulty multiplier for Raviente based on player count. // // Raviente scales its difficulty based on the number of active participants. If there // are fewer players than the minimum threshold, the encounter becomes easier by returning // a multiplier < 1. Returns 1.0 for full groups, or 0 if the semaphore doesn't exist. // // Minimum player thresholds: // - Large Raviente (maxPlayers > 8): 24 players minimum // - Small Raviente (maxPlayers <= 8): 4 players minimum func (r *Raviente) GetRaviMultiplier(s *Server) float64 { raviSema := getRaviSemaphore(s) if raviSema != nil { var minPlayers int if r.register.maxPlayers > 8 { minPlayers = 24 } else { minPlayers = 4 } if len(raviSema.clients) > minPlayers { return 1 } return float64(minPlayers / len(raviSema.clients)) } return 0 } // NewServer creates and initializes a new channel server with the given configuration. // // The server is initialized with default persistent stages (town areas that always exist): // - sl1Ns200p0a0u0: Mezeporta (main town) // - sl1Ns211p0a0u0: Rasta bar // - sl1Ns260p0a0u0: Pallone Caravan // - sl1Ns262p0a0u0: Pallone Guest House 1st Floor // - sl1Ns263p0a0u0: Pallone Guest House 2nd Floor // - sl2Ns379p0a0u0: Diva fountain / prayer fountain // - sl1Ns462p0a0u0: MezFes (festival area) // // Additional dynamic stages are created by players when they create quests or rooms. // The semaphore index starts at 7 to avoid reserved IDs 0-6. func NewServer(config *Config) *Server { s := &Server{ ID: config.ID, logger: config.Logger, db: config.DB, erupeConfig: config.ErupeConfig, acceptConns: make(chan net.Conn), deleteConns: make(chan net.Conn), sessions: make(map[net.Conn]*Session), stages: make(map[string]*Stage), userBinaryParts: make(map[userBinaryPartID][]byte), semaphore: make(map[string]*Semaphore), semaphoreIndex: 7, discordBot: config.DiscordBot, name: config.Name, raviente: NewRaviente(), } // Mezeporta s.stages["sl1Ns200p0a0u0"] = NewStage("sl1Ns200p0a0u0") // Rasta bar stage s.stages["sl1Ns211p0a0u0"] = NewStage("sl1Ns211p0a0u0") // Pallone Carvan s.stages["sl1Ns260p0a0u0"] = NewStage("sl1Ns260p0a0u0") // Pallone Guest House 1st Floor s.stages["sl1Ns262p0a0u0"] = NewStage("sl1Ns262p0a0u0") // Pallone Guest House 2nd Floor s.stages["sl1Ns263p0a0u0"] = NewStage("sl1Ns263p0a0u0") // Diva fountain / prayer fountain. s.stages["sl2Ns379p0a0u0"] = NewStage("sl2Ns379p0a0u0") // MezFes s.stages["sl1Ns462p0a0u0"] = NewStage("sl1Ns462p0a0u0") s.dict = getLangStrings(s) return s } // Start begins listening for connections and starts the server's main goroutines. // // This method: // 1. Creates a TCP listener on the configured port // 2. Launches acceptClients() goroutine to accept new connections // 3. Launches manageSessions() goroutine to handle session lifecycle // 4. Optionally starts Discord chat integration // // Returns an error if the listener cannot be created (e.g., port in use). // The server runs asynchronously after Start() returns successfully. func (s *Server) Start() error { l, err := net.Listen("tcp", fmt.Sprintf(":%d", s.Port)) if err != nil { return err } s.listener = l go s.acceptClients() go s.manageSessions() // Start the discord bot for chat integration. if s.erupeConfig.Discord.Enabled && s.discordBot != nil { s.discordBot.Session.AddHandler(s.onDiscordMessage) } return nil } // Shutdown gracefully stops the server and all its goroutines. // // This method: // 1. Sets the shutdown flag to stop accepting new connections // 2. Closes the TCP listener (causes acceptClients to exit) // 3. Closes the acceptConns channel (signals manageSessions to exit) // // Existing sessions are not forcibly disconnected but will eventually timeout // or disconnect naturally. For a complete shutdown, wait for all sessions to close. func (s *Server) Shutdown() { s.Lock() s.isShuttingDown = true s.Unlock() s.listener.Close() close(s.acceptConns) } func (s *Server) acceptClients() { for { conn, err := s.listener.Accept() if err != nil { s.Lock() shutdown := s.isShuttingDown s.Unlock() if shutdown { break } else { s.logger.Warn("Error accepting client", zap.Error(err)) continue } } s.acceptConns <- conn } } func (s *Server) manageSessions() { for { select { case newConn := <-s.acceptConns: // Gracefully handle acceptConns channel closing. if newConn == nil { s.Lock() shutdown := s.isShuttingDown s.Unlock() if shutdown { return } } session := NewSession(s, newConn) s.Lock() s.sessions[newConn] = session s.Unlock() session.Start() case delConn := <-s.deleteConns: s.Lock() delete(s.sessions, delConn) s.Unlock() } } } // BroadcastMHF sends a packet to all active sessions on this channel server. // // The packet is built individually for each session to handle per-session state // (like client version differences). Packets are queued in a non-blocking manner, // so if a session's queue is full, the packet is dropped for that session only. // // Parameters: // - pkt: The MHFPacket to broadcast to all sessions // - ignoredSession: Optional session to exclude from the broadcast (typically the sender) // // Thread Safety: This method locks the server's session map during iteration. func (s *Server) BroadcastMHF(pkt mhfpacket.MHFPacket, ignoredSession *Session) { // Broadcast the data. s.Lock() defer s.Unlock() for _, session := range s.sessions { if session == ignoredSession { continue } // Make the header bf := byteframe.NewByteFrame() bf.WriteUint16(uint16(pkt.Opcode())) // Build the packet onto the byteframe. pkt.Build(bf, session.clientContext) // Enqueue in a non-blocking way that drops the packet if the connections send buffer channel is full. session.QueueSendNonBlocking(bf.Data()) } } // WorldcastMHF broadcasts a packet to all channel servers (world-wide broadcast). // // This is used for server-wide announcements like Raviente events that should be // visible to all players across all channels. The packet is sent to every channel // server except the one specified in ignoredChannel. // // Parameters: // - pkt: The MHFPacket to broadcast across all channels // - ignoredSession: Optional session to exclude from broadcasts // - ignoredChannel: Optional channel server to skip (typically the originating channel) func (s *Server) WorldcastMHF(pkt mhfpacket.MHFPacket, ignoredSession *Session, ignoredChannel *Server) { for _, c := range s.Channels { if c == ignoredChannel { continue } c.BroadcastMHF(pkt, ignoredSession) } } // BroadcastChatMessage sends a simple chat message to all sessions on this server. // // The message appears as a system message with the server's configured name as the sender. // This is typically used for server announcements, maintenance notifications, or events. // // Parameters: // - message: The text message to broadcast to all players func (s *Server) BroadcastChatMessage(message string) { bf := byteframe.NewByteFrame() bf.SetLE() msgBinChat := &binpacket.MsgBinChat{ Unk0: 0, Type: 5, Flags: 0x80, Message: message, SenderName: s.name, } msgBinChat.Build(bf) s.BroadcastMHF(&mhfpacket.MsgSysCastedBinary{ CharID: 0xFFFFFFFF, MessageType: BinaryMessageTypeChat, RawDataPayload: bf.Data(), }, nil) } func (s *Server) BroadcastRaviente(ip uint32, port uint16, stage []byte, _type uint8) { bf := byteframe.NewByteFrame() bf.SetLE() bf.WriteUint16(0) // Unk bf.WriteUint16(0x43) // Data len bf.WriteUint16(3) // Unk len var text string switch _type { case 2: text = s.dict["ravienteBerserk"] case 3: text = s.dict["ravienteExtreme"] case 4: text = s.dict["ravienteExtremeLimited"] case 5: text = s.dict["ravienteBerserkSmall"] default: s.logger.Error("Unk raviente type", zap.Uint8("_type", _type)) } ps.Uint16(bf, text, true) bf.WriteBytes([]byte{0x5F, 0x53, 0x00}) bf.WriteUint32(ip) // IP address bf.WriteUint16(port) // Port bf.WriteUint16(0) // Unk bf.WriteBytes(stage) s.WorldcastMHF(&mhfpacket.MsgSysCastedBinary{ CharID: 0x00000000, BroadcastType: BroadcastTypeServer, MessageType: BinaryMessageTypeChat, RawDataPayload: bf.Data(), }, nil, s) } func (s *Server) DiscordChannelSend(charName string, content string) { if s.erupeConfig.Discord.Enabled && s.discordBot != nil { message := fmt.Sprintf("**%s**: %s", charName, content) s.discordBot.RealtimeChannelSend(message) } } func (s *Server) FindSessionByCharID(charID uint32) *Session { for _, c := range s.Channels { for _, session := range c.sessions { if session.charID == charID { return session } } } return nil } func (s *Server) FindObjectByChar(charID uint32) *Object { s.stagesLock.RLock() defer s.stagesLock.RUnlock() for _, stage := range s.stages { stage.RLock() for objId := range stage.objects { obj := stage.objects[objId] if obj.ownerCharID == charID { stage.RUnlock() return obj } } stage.RUnlock() } return nil } func (s *Server) NextSemaphoreID() uint32 { for { exists := false s.semaphoreIndex = s.semaphoreIndex + 1 if s.semaphoreIndex == 0 { s.semaphoreIndex = 7 // Skip reserved indexes } for _, semaphore := range s.semaphore { if semaphore.id == s.semaphoreIndex { exists = true } } if exists == false { break } } return s.semaphoreIndex }