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