Files
Erupe/server/channelserver/sys_channel_server.go
Houmgaor e48d33ca76 feat(shutdown): passive drain and rename DisableSoftCrash
Shutdown now proceeds in three phases: close listeners immediately on
signal, broadcast the in-game countdown, wait up to ShutdownDrainSeconds
(default 30) for sessions to disconnect naturally via DrainPassive, then
force-close any stragglers. This prevents players from entering new
quests after the countdown starts, and lets mid-quest sessions finish
saving without being killed mid-write. A second SIGINT during passive
drain cancels it so the force-close phase runs immediately.

Renamed DisableSoftCrash -> DisableShutdownCountdown since the flag
controls the countdown, not crash behaviour. Existing config.json files
keep working via a Viper alias on the legacy key.

Closes #179.
2026-04-06 19:32:35 +02:00

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package channelserver
import (
"context"
"encoding/binary"
"errors"
"fmt"
"net"
"os"
"path/filepath"
"sync"
"time"
"erupe-ce/common/byteframe"
"erupe-ce/common/decryption"
cfg "erupe-ce/config"
"erupe-ce/network"
"erupe-ce/network/binpacket"
"erupe-ce/network/mhfpacket"
"erupe-ce/server/discordbot"
"github.com/jmoiron/sqlx"
"go.uber.org/zap"
)
// Config struct allows configuring the server.
type Config struct {
ID uint16
Logger *zap.Logger
DB *sqlx.DB
DiscordBot *discordbot.DiscordBot
ErupeConfig *cfg.Config
Name string
Enable bool
}
// Server is a MHF channel server.
//
// Lock ordering (acquire in this order to avoid deadlocks):
// 1. Server.Mutex protects sessions map
// 2. Stage.RWMutex protects per-stage state (clients, objects)
// 3. Server.semaphoreLock protects semaphore map
//
// Note: Server.stages is a StageMap (sync.Map-backed), so it requires no
// external lock for reads or writes.
//
// Self-contained stores (userBinary, minidata, questCache) manage their
// own locks internally and may be acquired at any point.
type Server struct {
sync.Mutex
Registry ChannelRegistry
ID uint16
GlobalID string
IP string
Port uint16
logger *zap.Logger
db *sqlx.DB
charRepo CharacterRepo
guildRepo GuildRepo
userRepo UserRepo
gachaRepo GachaRepo
houseRepo HouseRepo
festaRepo FestaRepo
towerRepo TowerRepo
rengokuRepo RengokuRepo
mailRepo MailRepo
stampRepo StampRepo
distRepo DistributionRepo
sessionRepo SessionRepo
eventRepo EventRepo
achievementRepo AchievementRepo
shopRepo ShopRepo
cafeRepo CafeRepo
goocooRepo GoocooRepo
divaRepo DivaRepo
miscRepo MiscRepo
scenarioRepo ScenarioRepo
mercenaryRepo MercenaryRepo
tournamentRepo TournamentRepo
mailService *MailService
guildService *GuildService
achievementService *AchievementService
gachaService *GachaService
towerService *TowerService
festaService *FestaService
erupeConfig *cfg.Config
acceptConns chan net.Conn
deleteConns chan net.Conn
sessions map[net.Conn]*Session
listener net.Listener // Listener that is created when Server.Start is called.
isShuttingDown bool
done chan struct{} // Closed on Shutdown to wake background goroutines.
stages StageMap
// Used to map different languages
i18n i18n
userBinary *UserBinaryStore
minidata *MinidataStore
// Per-character save locks prevent concurrent save operations for the
// same character from racing and defeating corruption detection.
charSaveLocks CharacterLocks
// Semaphore
semaphoreLock sync.RWMutex
semaphore map[string]*Semaphore
semaphoreIndex uint32
// Discord chat integration
discordBot *discordbot.DiscordBot
name string
raviente *Raviente
questCache *QuestCache
rengokuBin []byte // Cached rengoku_data.bin (ECD-encrypted, served to clients as-is)
handlerTable map[network.PacketID]handlerFunc
}
// NewServer creates a new Server type.
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),
done: make(chan struct{}),
sessions: make(map[net.Conn]*Session),
userBinary: NewUserBinaryStore(),
minidata: NewMinidataStore(),
semaphore: make(map[string]*Semaphore),
semaphoreIndex: 7,
discordBot: config.DiscordBot,
name: config.Name,
raviente: &Raviente{
id: 1,
register: make([]uint32, 30),
state: make([]uint32, 30),
support: make([]uint32, 30),
},
questCache: NewQuestCache(config.ErupeConfig.QuestCacheExpiry),
handlerTable: buildHandlerTable(),
}
s.charRepo = NewCharacterRepository(config.DB)
s.guildRepo = NewGuildRepository(config.DB)
s.userRepo = NewUserRepository(config.DB)
s.gachaRepo = NewGachaRepository(config.DB, s.logger)
s.houseRepo = NewHouseRepository(config.DB)
s.festaRepo = NewFestaRepository(config.DB)
s.towerRepo = NewTowerRepository(config.DB)
s.rengokuRepo = NewRengokuRepository(config.DB)
s.mailRepo = NewMailRepository(config.DB)
s.stampRepo = NewStampRepository(config.DB)
s.distRepo = NewDistributionRepository(config.DB)
s.sessionRepo = NewSessionRepository(config.DB)
s.eventRepo = NewEventRepository(config.DB)
s.achievementRepo = NewAchievementRepository(config.DB)
s.shopRepo = NewShopRepository(config.DB)
s.cafeRepo = NewCafeRepository(config.DB)
s.goocooRepo = NewGoocooRepository(config.DB)
s.divaRepo = NewDivaRepository(config.DB)
s.miscRepo = NewMiscRepository(config.DB)
s.scenarioRepo = NewScenarioRepository(config.DB)
s.mercenaryRepo = NewMercenaryRepository(config.DB)
s.tournamentRepo = NewTournamentRepository(config.DB)
s.mailService = NewMailService(s.mailRepo, s.guildRepo, s.logger)
s.guildService = NewGuildService(s.guildRepo, s.mailService, s.charRepo, s.logger)
s.achievementService = NewAchievementService(s.achievementRepo, s.logger)
s.gachaService = NewGachaService(s.gachaRepo, s.userRepo, s.charRepo, s.logger, config.ErupeConfig.GameplayOptions.MaximumNP)
s.towerService = NewTowerService(s.towerRepo, s.logger)
s.festaService = NewFestaService(s.festaRepo, s.logger)
// Mezeporta
s.stages.Store("sl1Ns200p0a0u0", NewStage("sl1Ns200p0a0u0"))
// Rasta bar stage
s.stages.Store("sl1Ns211p0a0u0", NewStage("sl1Ns211p0a0u0"))
// Pallone Carvan
s.stages.Store("sl1Ns260p0a0u0", NewStage("sl1Ns260p0a0u0"))
// Pallone Guest House 1st Floor
s.stages.Store("sl1Ns262p0a0u0", NewStage("sl1Ns262p0a0u0"))
// Pallone Guest House 2nd Floor
s.stages.Store("sl1Ns263p0a0u0", NewStage("sl1Ns263p0a0u0"))
// Diva fountain / prayer fountain.
s.stages.Store("sl2Ns379p0a0u0", NewStage("sl2Ns379p0a0u0"))
// MezFes
s.stages.Store("sl1Ns462p0a0u0", NewStage("sl1Ns462p0a0u0"))
s.rengokuBin = loadRengokuBinary(config.ErupeConfig.BinPath, s.logger)
s.i18n = getLangStrings(s)
return s
}
// Start starts the server in a new goroutine.
func (s *Server) Start() error {
l, err := net.Listen("tcp", fmt.Sprintf(":%d", s.Port))
if err != nil {
return err
}
s.listener = l
initCommands(s.erupeConfig.Commands, s.logger)
go s.acceptClients()
go s.manageSessions()
go s.invalidateSessions()
// Start the discord bot for chat integration.
if s.erupeConfig.Discord.Enabled && s.discordBot != nil {
s.discordBot.AddHandler(s.onDiscordMessage)
s.discordBot.AddHandler(s.onInteraction)
}
return nil
}
// Shutdown tries to shut down the server gracefully. Safe to call multiple times.
func (s *Server) Shutdown() {
s.Lock()
alreadyShutDown := s.isShuttingDown
s.isShuttingDown = true
s.Unlock()
if alreadyShutDown {
return
}
close(s.done)
if s.listener != nil {
_ = s.listener.Close()
}
}
// DrainPassive waits for active sessions to disconnect naturally (e.g. players
// finishing a quest and logging out) without force-closing anything. Returns
// when the session count reaches zero or ctx is cancelled. Callers should have
// already invoked Shutdown() to close the listener so no new sessions arrive.
func (s *Server) DrainPassive(ctx context.Context) {
ticker := time.NewTicker(100 * time.Millisecond)
defer ticker.Stop()
for {
s.Lock()
n := len(s.sessions)
s.Unlock()
if n == 0 {
s.logger.Info("Passive drain complete: all sessions disconnected")
return
}
select {
case <-ctx.Done():
s.logger.Info("Passive drain deadline reached", zap.Int("remaining_sessions", n))
return
case <-ticker.C:
}
}
}
// ShutdownAndDrain stops accepting new connections, force-closes every active
// session so that their logoutPlayer cleanup runs (saves character data, removes
// from stages, etc.), then waits until all sessions have been removed from the
// sessions map or ctx is cancelled. It is safe to call multiple times.
func (s *Server) ShutdownAndDrain(ctx context.Context) {
s.Shutdown()
// Snapshot all active connections while holding the lock, then close them
// outside the lock so we don't hold it during I/O. Closing a connection
// causes the session's recvLoop to see io.EOF and call logoutPlayer(), which
// in turn deletes the entry from s.sessions under the server mutex.
s.Lock()
conns := make([]net.Conn, 0, len(s.sessions))
for conn := range s.sessions {
conns = append(conns, conn)
}
s.Unlock()
for _, conn := range conns {
_ = conn.Close()
}
// Poll until logoutPlayer has removed every session or the deadline passes.
ticker := time.NewTicker(50 * time.Millisecond)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
s.Lock()
remaining := len(s.sessions)
s.Unlock()
s.logger.Warn("Shutdown drain timed out", zap.Int("remaining_sessions", remaining))
return
case <-ticker.C:
s.Lock()
n := len(s.sessions)
s.Unlock()
if n == 0 {
s.logger.Info("Shutdown drain complete")
return
}
}
}
}
func (s *Server) acceptClients() {
for {
conn, err := s.listener.Accept()
if err != nil {
s.Lock()
shutdown := s.isShuttingDown
s.Unlock()
if shutdown || errors.Is(err, net.ErrClosed) {
break
} else {
s.logger.Warn("Error accepting client", zap.Error(err))
continue
}
}
select {
case s.acceptConns <- conn:
case <-s.done:
_ = conn.Close()
return
}
}
}
func (s *Server) manageSessions() {
for {
select {
case <-s.done:
return
case newConn := <-s.acceptConns:
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()
}
}
}
func (s *Server) getObjectId() uint16 {
ids := make(map[uint16]struct{})
for _, sess := range s.sessions {
ids[sess.objectID] = struct{}{}
}
for i := uint16(1); i < 100; i++ {
if _, ok := ids[i]; !ok {
return i
}
}
s.logger.Warn("object ids overflowed", zap.Int("sessions", len(s.sessions)))
return 0
}
func (s *Server) invalidateSessions() {
ticker := time.NewTicker(10 * time.Second)
defer ticker.Stop()
for {
select {
case <-s.done:
return
case <-ticker.C:
}
s.Lock()
var timedOut []*Session
for _, sess := range s.sessions {
if time.Since(sess.lastPacket) > time.Second*time.Duration(30) {
timedOut = append(timedOut, sess)
}
}
s.Unlock()
for _, sess := range timedOut {
s.logger.Info("session timeout", zap.String("Name", sess.Name))
logoutPlayer(sess)
}
}
}
// BroadcastMHF queues a MHFPacket to be sent to all sessions.
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 sessions across all channel servers.
func (s *Server) WorldcastMHF(pkt mhfpacket.MHFPacket, ignoredSession *Session, ignoredChannel *Server) {
s.Registry.Worldcast(pkt, ignoredSession, ignoredChannel)
}
// BroadcastChatMessage broadcasts a simple chat message to all the sessions.
func (s *Server) BroadcastChatMessage(message string) {
bf := byteframe.NewByteFrame()
bf.SetLE()
msgBinChat := &binpacket.MsgBinChat{
Unk0: 0,
Type: 5,
Flags: chatFlagServer,
Message: message,
SenderName: s.name,
}
_ = msgBinChat.Build(bf)
s.BroadcastMHF(&mhfpacket.MsgSysCastedBinary{
MessageType: BinaryMessageTypeChat,
RawDataPayload: bf.Data(),
}, nil)
}
// DiscordChannelSend sends a chat message to the configured Discord channel.
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)
}
}
// DiscordScreenShotSend sends a screenshot link to the configured Discord channel.
func (s *Server) DiscordScreenShotSend(charName string, title string, description string, articleToken string) {
if s.erupeConfig.Discord.Enabled && s.discordBot != nil {
imageUrl := fmt.Sprintf("%s:%d/api/ss/bbs/%s", s.erupeConfig.Screenshots.Host, s.erupeConfig.Screenshots.Port, articleToken)
message := fmt.Sprintf("**%s**: %s - %s %s", charName, title, description, imageUrl)
_ = s.discordBot.RealtimeChannelSend(message)
}
}
// FindSessionByCharID looks up a session by character ID across all channels.
func (s *Server) FindSessionByCharID(charID uint32) *Session {
return s.Registry.FindSessionByCharID(charID)
}
// DisconnectUser disconnects all sessions belonging to the given user ID.
func (s *Server) DisconnectUser(uid uint32) {
cids, err := s.charRepo.GetCharIDsByUserID(uid)
if err != nil {
s.logger.Error("Failed to query characters for disconnect", zap.Error(err))
}
s.Registry.DisconnectUser(cids)
}
// FindObjectByChar finds a stage object owned by the given character ID.
func (s *Server) FindObjectByChar(charID uint32) *Object {
var found *Object
s.stages.Range(func(_ string, stage *Stage) bool {
stage.RLock()
for _, obj := range stage.objects {
if obj.ownerCharID == charID {
found = obj
stage.RUnlock()
return false // stop iteration
}
}
stage.RUnlock()
return true
})
return found
}
// HasSemaphore checks if the given session is hosting any semaphore.
func (s *Server) HasSemaphore(ses *Session) bool {
for _, semaphore := range s.semaphore {
if semaphore.host == ses {
return true
}
}
return false
}
// Server ID arithmetic constants
const (
serverIDHighMask = uint16(0xFF00)
serverIDBase = 0x1000 // first server ID offset
serverIDStride = 0x100 // spacing between server IDs
)
// Season returns the current in-game season (0-2) based on server ID and time.
func (s *Server) Season() uint8 {
sid := int64(((s.ID & serverIDHighMask) - serverIDBase) / serverIDStride)
return uint8(((TimeAdjusted().Unix() / secsPerDay) + sid) % 3)
}
// loadRengokuBinary loads and caches Hunting Road config. It tries
// rengoku_data.bin first and falls back to rengoku_data.json (built on the
// fly). Returns ECD-encrypted bytes ready to serve, or nil if no valid source
// is found.
func loadRengokuBinary(binPath string, logger *zap.Logger) []byte {
path := filepath.Join(binPath, "rengoku_data.bin")
data, err := os.ReadFile(path)
if err == nil {
if len(data) < 4 {
logger.Warn("rengoku_data.bin too small, ignoring",
zap.Int("bytes", len(data)))
} else if magic := binary.LittleEndian.Uint32(data[:4]); magic != decryption.ECDMagic {
logger.Warn("rengoku_data.bin has invalid ECD magic, ignoring",
zap.String("expected", fmt.Sprintf("0x%08x", decryption.ECDMagic)),
zap.String("got", fmt.Sprintf("0x%08x", magic)))
} else {
// Decrypt and decompress to validate the internal structure and emit a
// human-readable summary at startup. Failures here are non-fatal: the
// encrypted blob is still served to clients unchanged.
if plain, decErr := decryption.DecodeECD(data); decErr != nil {
logger.Warn("rengoku_data.bin ECD decryption failed — serving anyway",
zap.Error(decErr))
} else {
raw := decryption.UnpackSimple(plain)
if info, parseErr := parseRengokuBinary(raw); parseErr != nil {
logger.Warn("rengoku_data.bin structural validation failed",
zap.Error(parseErr))
} else {
logger.Info("Hunting Road config",
zap.Int("multi_floors", info.MultiFloors),
zap.Int("multi_spawn_tables", info.MultiSpawnTables),
zap.Int("solo_floors", info.SoloFloors),
zap.Int("solo_spawn_tables", info.SoloSpawnTables),
zap.Int("unique_monsters", info.UniqueMonsters),
)
}
}
logger.Info("Loaded rengoku_data.bin", zap.Int("bytes", len(data)))
return data
}
}
if enc := loadRengokuFromJSON(binPath, logger); enc != nil {
return enc
}
logger.Warn("No Hunting Road config found (rengoku_data.bin or rengoku_data.json), Hunting Road will be unavailable")
return nil
}