Commit Graph

1144 Commits

Author SHA1 Message Date
803073213e [refactor] Replace a few uses of magic numbers with enums 2023-08-19 20:46:41 +00:00
4153d5cd30 [refactor] Cosmetic cleanup in Fuse fight functions 2023-08-19 20:46:41 +00:00
71f1f6edb9 [refactor] Remove redundant coord args from most entity constructors
Mobs and CombatNPCs still need theirs in order to properly set their
roaming and spawn coords. Assignment of the latter has been moved to the
CombatNPC constructor, where it should have already been.
2023-08-19 20:46:41 +00:00
gsemaj
32fad56d38 [WIP] Stub power handler 2023-08-19 20:46:41 +00:00
gsemaj
af7b99195f [WIP] Use EntityRef instead of CNSocket in ability handler 2023-08-19 20:46:41 +00:00
gsemaj
efc00e63b3 [WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
2023-08-19 20:46:41 +00:00
gsemaj
7ab01b098d [WIP] Rename Entity.type -> Entity.kind 2023-08-19 20:46:41 +00:00
gsemaj
32db574700 [WIP] Fix Nanos -> Abilities namespace calls 2023-08-19 20:46:41 +00:00
gsemaj
c965024d1c [WIP] Initial merge of ability namespaces & features 2023-08-19 20:46:41 +00:00
gsemaj
650f947451 Add .dockerignore file
Fixes an issue where if you had a version.h file generated from cmake,
it would be used in the Dockerfile even though the container uses make.
2023-08-19 18:22:21 +00:00
gsemaj
b12aecad63
Fix vscode launch configs for Windows 2023-07-11 13:52:22 -04:00
gsemaj
5bf0c8f3ea
Add launch configurations for vscode 2023-07-11 12:29:47 -04:00
gsemaj
2ddc956c9b
Fix sqlite casing and syntax error in cmakelists 2023-07-11 12:29:08 -04:00
gsemaj
4f0ae027a5 Add Dockerfile and docker-compose 2023-06-30 03:31:45 -04:00
23ab908366 Refuse to start if there are invalid NPC types in the JSONs
This fixes an issue where there server would start up fine even if NPC
types from a later build were found in the gruntwork file. Because of
the semantics of the C++ array indexing operator, the index into NPCData
in loadGruntworkPost() would silently create extra entries in the
nlohmann::json array, which would break future NPC type limit checks and
subsequently crash the server at the next invocation of /summonW, and
likely other places.

We fix this by refusing to start the server if any invalid NPC types are
found, because simply skipping them in the gruntwork file would silently
omit them from further writes to the gruntwork file, which would be
undesirable data loss.
2023-06-22 02:43:26 +02:00
be6a4c0a5d Enforce minimum supported libsqlite version
The server now checks the libsqlite both at compile time and on server
startup. The version the executable was built with and the one it's
running with may be different, so long as they're both at or above the
minimum supported version. One or both version numbers are printed on
startup, depending on if they're identical or not.

The compile-time ("Built with") version depends on the sqlite3.h header
used during compilation, while the runtime ("Using") version depends on
either:

* The sqlite3.c version used during compilation, if statically linked.
  (Which may be different from the header version and still compile and run
  fine.)
* The version of the libsqlite3.so or sqlite3.dll that the server
  loaded, if dynamically linked. Version mismatches here are normal,
  especially on Unix systems with their own system libraries.

The current minimum version is 3.33.0, from 2020-08-14, as that's the
one that introduced the UPDATE-FROM syntax used during login by
Database::updateSelectedByPlayerId().

Also rearranged the prints and initialization calls in main() slightly.
2023-03-19 01:41:07 +01:00
8eb1af20c8 Clean up tdata file loading logic slightly
The earlier addition of empty file checks made it just a bit too cumbersome.
2023-03-13 21:42:59 +01:00
e73daa0865 Skip loadGruntworkPre() if there's no gruntwork
Previously, only loadGruntworkPost() would be skipped if the gruntwork
was null, but it was never null at that point because loadGruntworkPre()
would inadvertently create gruntwork["paths"] when it indexes it to
iterate through it.

Now, the gruntwork loading messages will no longer be misleadingly
printed to stdout when there isn't a gruntwork file.
2023-03-13 05:58:49 +01:00
743a39c125 Tolerate empty gruntwork file
This prevents the server from failing to start if a gruntwork file
exists, but happens to be empty.
2023-03-13 05:18:27 +01:00
a9af8713bc Reject network messages too small for the packet size field 2023-03-12 01:45:18 +01:00
4825267537 Use memcpy() instead of casting to load keys
UBSAN complains about the casting approach because it loads a 64-bit
integer from the defaultKeys string which isn't guaranteed to be 64-bit
aligned, which is undefined behavior.
2023-03-11 23:16:09 +01:00
a92cfaff25 Differentiate new connection messages on the login and shard ports 2023-03-11 21:54:56 +01:00
abcfa3445b Move dead socket cleanup out of the poll() loop
This fixes a potential desync between the fds vector and the connections
map that could happen due to file descriptor number reuse.
2023-03-11 03:24:48 +01:00
2bf14200f7 Make CNSocket::kill() idempotent
CNSocket::kill() will now no longer call close() on already closed sockets.

close() should never be called on already closed file descriptors, yet
CNSocket::kill() was lacking any protection against that, despite its
use as both a high-level way of killing player connections and as a
means of ensuring that closing connections have been properly terminated
in the poll() loop.

This was causing close() to be erroneously called on each socket at least
one extra time. It was also introducing a race condition where the login
and shard threads could close each other's newly opened sockets due to
file descriptor reuse when a connection was accept()ed after the first
call to close(), but before the second one. See the close(2) manpage for
details.
2023-03-11 02:59:05 +01:00
876a9c82cd Bump copyright year to 2023 2023-03-06 21:08:45 +01:00
fb5b0eeeb9 Make socket connection state mismatch into a fatal error
These problems are usually not ephemeral, and cause persistent console
spam, so they should immediately crash the server so they can be
investigated.
2023-03-06 02:21:54 +01:00
7aabc507e7 Stop handling the current packet if the server is shutting down
Previously, terminating a running server from the terminal would
sometimes print a benign warning message if the server was currently
handling an incoming packet. This happened because CNServer::step()
would continue handling the packet after CNServer::kill() released the
activeCrit mutex. Now it first re-checks if active has been set to false
in the mean time after acquiring the mutex.
2023-03-06 02:21:54 +01:00
2914b95cff Combat: 3+ targets should automatically kick the connection 2023-03-01 11:18:41 -06:00
dbd2ec2270 Email: update the item slots via a ITEM_MOVE_SUCC packet 2023-02-28 15:15:57 -06:00
50e00a6772 Email: fix issue #186 2023-02-28 15:14:04 -06:00
7471bcbf38 Fix vehicle rental periods not showing up in vendor listings
Fixes #250.
2022-12-28 17:57:37 +01:00
100b4605ec Fix early CNShared timeout
Revisiting this again; the issue was that the comparison operator was
facing the wrong way, so connections were being pruned every 30 seconds
or less. This was effectively a race condition kicking an unlucky player
every so often when pruning happened exactly during an attempt to enter
the game.

Now that the proper timeout is being enforced, I've reduced it to 5
minutes, down from 15, since it really doesn't need to be that long.
2022-12-11 19:46:29 +01:00
741b898230 Remove redundant copy of Player object when added to the shard
Since the Player object is loaded up in loadPlayer() now, it's pretty
apparent that there's no more reason to copy it around at any point.
2022-12-06 02:11:31 +01:00
3f44f53f97 On login, load Player from DB in shard thread, not in login thread
This avoids some needless data shuffling and fixes a rare desync.
2022-12-06 01:07:21 +01:00
d92b407349 Fix sanity check in emailReceiveItemSingle() 2022-12-05 22:30:02 +01:00
9b3e856a05 Sync player data to DB when trading and sending emails 2022-12-05 22:29:23 +01:00
eb8e54c1f0 Do not evaluate timers if the server is shutting down
This should fix issues with segfaults when the server is being
terminated that sometimes occur because things like NPC path traversal
keep running while the process is executing the signal handler.
2022-11-27 22:33:55 +01:00
1ba0f5e14a Mention Linux instructions in README.md
Also clarify the line about CI binaries.
2022-11-26 20:30:07 +01:00
12dde394c0 Add undocumented config option to disable rapid fire anticheat
This quick hack has been around for a while, so we might as well make it
configurable.

Also updated tdata reference.
2022-11-26 19:36:10 +01:00
b1eea6d4fe [seccomp] Whitelist rseq syscall
Used by glibc 2.35 and later.
2022-11-15 02:30:20 +01:00
f126b88781 [seccomp] Whitelist newfstatat and fix a few #ifdefs
Some newer versions of either glibc or libsqlite3 seem to require this
syscall for the server to terminate properly.
2022-09-04 20:53:17 +02:00
2dbe2629c1 Tweak CNShared
* Separate pruning frequency from timeout
* Pluralize CNShared map: login -> logins
* Increase connection timeout to 15 minutes
* Do not deallocate a nullptr in playerEnter()
* Kill connections rejected by playerEnter()
* Remove redundant inclusions of mutex headers in a few places
2022-07-31 03:19:27 +02:00
271eef83d3 [seccomp] Add support for AArch64
This is useful for 64-bit Raspberry Pis and other 64-bit ARM systems.
2022-07-24 22:40:46 +02:00
ca0d608a87 Use cryptographic RNG to generate the shard connection serial key 2022-07-24 21:36:03 +02:00
741bfb675b Revamp CNShared logic
* Use a specialized connection object
* Copy the Player object less frequently
* Use a randomly generated serial key for shard auth
* Refuse invalid shard connection attempts
* Clean up connection metadata when a Player joins the shard
* Prune abandoned connections when they time out
2022-07-24 21:36:03 +02:00
c5dd745aa1 Rename CNSharedData namespace to CNShared to match the filename 2022-07-24 21:36:03 +02:00
998b12617e Reject packets sent before a connection has been fully established 2022-07-24 21:36:03 +02:00
129d1c2fe3 Use a specialized null value for ChunkPos
This prevents logic errors related to being in chunk 0 0 0.

Also:

* Moved some duplicated chunk teleportation logic to a new helper
  function
* Made ChunkPos into a proper class so it can default to INVALID_CHUNK
  when default-initialized
* Reversed the inclusion order of Chunking.hpp and Entities.hpp to work
  around problems with type definitions
2022-07-24 21:36:03 +02:00
CakeLancelot
1bd4d2fbee Cleanly remove player when an exit is requested
The client will actually do this itself when clicking the quit button in the tilde menu, but for the idle timer the connection would remain open until the game is closed.
2022-07-19 01:17:43 -05:00
63d4087488 Add config option to disable automatic account creation
Also moved the acceptallcustomnames setting to the login section where
it belongs.
2022-06-29 23:42:44 +02:00