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Development Server Startup Tutorial
NOTE: In order to give a somewhat simple high-level overview of how the server starts up and runs, a lot of pseudocode and diagrams are used. These do not necessarily reflect actual code in the repo!
This only covers xi_map
server and not the others!
src/common/kernel.cpp
calling functions defined in src/map/map.cpp
// Loads EVERYTHING (settings, Lua, database, etc.)
do_init(...);
while (running)
{
// Work on Task Manager tasks until its time to do socket stuff again
CTaskMgr::getInstance()->DoTimer(server_clock::now());
// socket stuff
do_sockets(...);
}
stateDiagram
state while_running()
{
task_manager() --> do_sockets()
do_sockets() --> task_manager()
}
[*] --> do_init()
do_init() --> while_running()
while_running() --> [*]
src/map/map.cpp
-> do_sockets
:
// Listen for ZMQ messages (inter-process messages)
message::handle_incoming();
// Listen for packets from connected clients
check_for_packet_activity()
if (packets)
{
for (packet : packets)
{
handle_incoming_packet(packet)
send_outgoing_packets_as_reply()
}
}
// Make sure connection to database is still there
sql->TryPing();
stateDiagram
[*] --> handle_zmq()
handle_zmq() --> check_for_packet_activity()
check_for_packet_activity() --> for_each_packet()
state for_each_packet()
{
handle_incoming_packet() --> send_outgoing_packets_as_reply()
}
for_each_packet() --> try_ping_sql()
try_ping_sql() --> [*]
src/map/map.cpp
Once we have recieved a buffer full of data from a connected client, we use their connection details and their sent data to look up their session. We validate all of this data (somewhat) and pass it into the relevant Packet Handler
for their packet.
src/map/packet_system.cpp
PacketParser[SmallPD_Type](map_session_data, PChar, CBasicPacket(reinterpret_cast<uint8*>(SmallPD_ptr)));
There is one Packet Handler
for each packet type sent from the client. We typically extract data from the packet, validate it (somewhat), and then use that data to do the things the client is requesting (Player Action
below).
// Player Action Packet 0x01A
void SmallPacket0x01A(map_session_data_t* const PSession, CCharEntity* const PChar, CBasicPacket data)
{
uint16 TargID = data.ref<uint16>(0x08);
uint8 action = data.ref<uint8>(0x0A);
...
These are set up during the server's do_init
in src/map/map.cpp
:
// Handle all logic related to time, onGameHour, Conquest, etc. every 2.4s
// NOTE: This is not in-game Combat ticks, status ticks, etc.
CTaskManager->AddTask("time_server", time_server, 2400ms);
// Clean up after any players or other entities who no longer exist in zones, every 5s.
CTaskManager->AddTask("map_cleanup", map_cleanup, 5s);
// Run Lua garbage collection. This isn't automatic, so we do it by hand every 15 mins.
CTaskManager->AddTask("garbage_collect", map_garbage_collect, 15min);
// We cache a lot of non-critical free-form data about characters in memory for performance, try to flush this info
// every 1min.
CTaskManager->AddTask("persist_server_vars", serverutils::PersistVolatileServerVars, 1min);
Zones handle all of the entity logic in the form:
stateDiagram-v2
a : For each NPC in Zone
b : Tick NPC
c : For each Mob in Zone
d : Tick Mob
e : For each Player in Zone
f : Tick Player
state a { b }
state c { d }
state e { f }
a --> c
c --> e
On startup, all zones are inactive in order to avoid doing more work than necessary. A zone only "wakes up" once a player zones in to it. This involves multiple packets sent from the client and handled in the relevant Packet Handlers
.
Once a Zone wakes up it registers a Task Manager
job which will repeatedly call
PZone->ZoneServer(...)
(the logical tick
).
Once all players have left a Zone it will go back "to sleep".
stateDiagram-v2
a : Zone is asleep
b : Player zones into Zone
c : Zone wakes up
d : Zone ticks constantly
e : Player leaves Zone
f : Zone goes back to sleep
a --> b
b --> c
c --> d
d --> d
d --> e
e --> f
While poking around in the core code, you'll likely see a lot of calls to luautils::<something>
. These are calls into the Lua scripting system. Core data structures (entities, zones, weaponskills, etc.) are wrapped in a Lua object and then passed into scripting. These wrappers provide various functions you can use on the objects once they're in Lua.
The most common places to look up bindings between C++ and Lua are src/map/lua/luautils.cpp
and src/map/lua/lua_baseentity.cpp
.
-
luautils::OnPlayerLevelUp(PChar);
is called incharutils.cpp
when the player levels up. - It will look up the Lua function it is associated with;
xi.player.onPlayerLevelUp = function(player) ...
in this case. - It will take the Player object, wrap it for use with Lua, and pass it into the Lua function.
- The function will then be called.
- Any errors in the Lua script will be gracefully handled.
-
All of this main logic is single-threaded, we ship some things off to other threads, but we very much on purpose keep threading to a minimum. This protects us from a whole category of difficult to diagnose and difficult to fix bugs. See Programming for Performance.
-
In order to "scale" once the server workload gets sufficiently high, we can run multiple of the
xi_map.exe
process, assign different zones to them, and they'll communicate using ZMQ. Until you have 100+ concurrent users, you don't have to think about this. Theoretical happy limit per process is 200-400 players, dependant on many different factors.