Files
bd2/go/cmd/bd2server/main.go
T
Flechazo d8771caef2 feat(all): add hunting and events, commerce and rewards, binary calendars, GameData caching and login diagnostics
Implement hunting AP and progress, event tasks, exchanges, games, stories and actions; connect battle and reward handling.

Add CashShop plugin and installation, server purchases and entitlements, recharge rules and plugin version metadata.

Distribute binary calendars independently; cache GameData in memory and fix single-connection query deadlocks.

Improve automatic login and recovery diagnostics; document configuration and release flows.
2026-10-05 11:50:31 +08:00

1277 lines
50 KiB
Go

package main
import (
"context"
"crypto/rand"
"encoding/hex"
"errors"
"flag"
"fmt"
"log/slog"
"net/http"
"os"
"os/signal"
"path/filepath"
"strings"
"time"
"bd2server/internal/server/account"
"bd2server/internal/server/accountstate"
"bd2server/internal/server/auth"
"bd2server/internal/server/authconfig"
"bd2server/internal/server/battle"
"bd2server/internal/server/bootstrap"
"bd2server/internal/server/calendar"
"bd2server/internal/server/commerce"
"bd2server/internal/server/deck"
"bd2server/internal/server/eventactions"
"bd2server/internal/server/eventexchange"
"bd2server/internal/server/eventgames"
"bd2server/internal/server/eventplay"
"bd2server/internal/server/events"
"bd2server/internal/server/eventtasks"
"bd2server/internal/server/feature"
"bd2server/internal/server/gacha"
"bd2server/internal/server/gameconfig"
"bd2server/internal/server/gamedata"
"bd2server/internal/server/hunting"
"bd2server/internal/server/lifecycle"
"bd2server/internal/server/mail"
"bd2server/internal/server/missions"
"bd2server/internal/server/monsterhunt"
"bd2server/internal/server/pictorial"
"bd2server/internal/server/player"
"bd2server/internal/server/progress"
"bd2server/internal/server/readonly"
"bd2server/internal/server/resourcefetch"
"bd2server/internal/server/resourcepolicy"
"bd2server/internal/server/session"
"bd2server/internal/server/stateio"
"bd2server/internal/server/transport"
"bd2server/internal/server/versionconfig"
"bd2server/internal/server/wire"
"bd2server/internal/server/world"
)
func main() {
if err := configureLogging(os.Stderr, "", ""); err != nil {
fmt.Fprintln(os.Stderr, "logging configuration failed:", err)
os.Exit(2)
}
if handled, err := runDevelopmentCommand(os.Args[1:]); handled {
if err != nil {
slog.Error("development command failed", "error", err)
os.Exit(1)
}
return
}
if len(os.Args) < 2 {
usage()
os.Exit(2)
}
var err error
switch os.Args[1] {
case "serve":
err = serve(os.Args[2:])
case "state":
err = stateCommand(os.Args[2:])
case "resources":
err = resourcesCommand(os.Args[2:])
case "preflight":
err = preflight(os.Args[2:])
case "help", "-h", "--help":
usage()
return
default:
err = fmt.Errorf("unknown command %q", os.Args[1])
}
if err != nil {
slog.Error("command failed", "command", os.Args[1], "error", err)
os.Exit(1)
}
}
func serve(args []string) (serveErr error) {
fs := flag.NewFlagSet("serve", flag.ContinueOnError)
logLevel := fs.String("log-level", "", "log threshold: trace, debug, info, warn, error (default BD2_LOG_LEVEL or info)")
logColor := fs.String("log-color", "", "level colors: auto, always, never (default BD2_LOG_COLOR or auto)")
versionConfigPath := fs.String("version-config", "", "repository versions.json override")
authConfigPath := fs.String("authentication-config", "", "authentication.json override for development")
resourceConfigPath := fs.String("resource-config", "", "resources.json override for development")
gameConfigPath := fs.String("game-config", "", "game.json server gameplay configuration override")
listen := fs.String("listen", "127.0.0.1:8080", "local listen address")
dataDir := fs.String("data-dir", "", "server data directory (defaults beside the executable)")
gameDataVersion := fs.String("game-data-version", "", "validated GameData version (defaults to versions.json)")
gameDataOrigin := fs.String("game-data-origin", resourcepolicy.OfficialGameDataURL, "official GameData repair source override for development")
accountSeed := fs.String("account-seed", "", "versioned local account seed")
playerSeed := fs.String("player-seed", "", "versioned starter inventory and characters")
readonlySeed := fs.String("readonly-seed", "", "versioned static protocol defaults")
mailSeed := fs.String("mail-seed", "", "versioned starter mailbox")
mailGrantSpool := fs.String("mail-grant-spool", "", "optional local JSON spool for idempotent dynamic system mail")
stateFile := fs.String("state", "", "account SQLite database override")
deckSeed := fs.String("deck-seed", "", "versioned starter deck")
worldSeed := fs.String("world-seed", "", "versioned starter world")
devToolsConfig := fs.String("dev-tools-config", "", "development-tool settings JSON (defaults to DATA_DIR/dev-tools.json)")
if err := fs.Parse(args); err != nil {
return err
}
if err := configureLogging(os.Stderr, *logLevel, *logColor); err != nil {
return err
}
defer func() {
if err := gamedata.CloseDatabaseCache(); err != nil {
serveErr = errors.Join(serveErr, fmt.Errorf("close GameData query cache: %w", err))
}
}()
var versions versionconfig.Config
var err error
if *versionConfigPath == "" {
versions, err = versionconfig.Find()
} else {
versions, err = versionconfig.Load(*versionConfigPath)
}
if err != nil {
return err
}
if *gameDataVersion == "" {
*gameDataVersion = versions.GameDataVersion
} else {
// Preserve the development override as part of the effective process
// configuration so state snapshots describe the GameData actually used.
versions.GameDataVersion = *gameDataVersion
if err := versions.Validate(); err != nil {
return fmt.Errorf("effective version config: %w", err)
}
}
versionconfig.Use(versions)
calendarDirectory := versions.Resolve("schedules")
calendars, err := calendar.LoadDirectory(calendarDirectory, versions.GameVersion, versions.GameDataVersion)
if err != nil {
return fmt.Errorf("load project calendars: %w", err)
}
if calendars.RegularService == nil || calendars.MonsterHunt == nil || len(calendars.MonsterHunt.Seasons) == 0 {
return errors.New("project calendars require regular content and monster hunt schedules")
}
slog.Info("project calendars loaded", "directory", calendarDirectory, "revisions", calendars.Revisions, "events", len(calendars.Events))
if *gameConfigPath == "" {
*gameConfigPath, err = gameconfig.BesideExecutable()
if err != nil {
return err
}
}
gameRules, err := gameconfig.Load(*gameConfigPath)
if err != nil {
return err
}
if *authConfigPath == "" {
*authConfigPath, err = authconfig.BesideExecutable()
if err != nil {
return err
}
}
authentication, err := authconfig.Load(*authConfigPath)
if err != nil {
return err
}
authRuntime, err := authentication.ResolveEnvironment()
if err != nil {
return err
}
defer clear(authRuntime.MasterKey)
if *resourceConfigPath == "" {
*resourceConfigPath, err = resourcepolicy.BesideExecutable()
if err != nil {
return err
}
}
resources, err := resourcepolicy.Load(*resourceConfigPath)
if err != nil {
return err
}
if *dataDir == "" {
executable, executableErr := os.Executable()
if executableErr != nil {
return fmt.Errorf("resolve server data directory: %w", executableErr)
}
*dataDir = filepath.Join(filepath.Dir(executable), "data")
}
*dataDir, err = filepath.Abs(filepath.Clean(*dataDir))
if err != nil {
return fmt.Errorf("resolve server data directory: %w", err)
}
*devToolsConfig = resolveDevelopmentSettingsPath(*dataDir, *devToolsConfig)
gameData := filepath.Join(*dataDir, "resources", "GameData")
if *stateFile == "" {
*stateFile = filepath.Join(*dataDir, "state", "state.db")
}
if err := os.MkdirAll(filepath.Dir(filepath.Clean(*stateFile)), 0o755); err != nil {
return fmt.Errorf("create server state directory: %w", err)
}
seedRoot := versions.Resolve(versions.SeedDirectory)
for target, name := range map[*string]string{
accountSeed: "login_user.json", playerSeed: "starter_player.json", readonlySeed: "readonly.json",
mailSeed: "mail.json", deckSeed: "decks.json", worldSeed: "world.json",
} {
if *target == "" {
*target = filepath.Join(seedRoot, name)
}
}
clientOrigin := "http://" + *listen
if authentication.Mode == "oauth" {
clientOrigin = strings.TrimSuffix(authentication.PublicURL, "/")
}
base := clientOrigin + "/game/"
publicResources := resources.Public(versions.BundleVersion, *gameDataVersion)
cfg := bootstrap.Config{
BaseURL: base,
CDNURL: publicResources.ServerDataURL,
Version: versions.GameVersion,
BundleVer: versions.BundleVersion,
GameDataURL: publicResources.GameDataURL,
GameDataVer: *gameDataVersion,
}
if err := cfg.Validate(); err != nil {
return err
}
verifiedGameData, downloaded, err := gamedata.Ensure(context.Background(), nil, gameData, *gameDataVersion, *gameDataOrigin)
if err != nil {
return fmt.Errorf("refuse to advertise unavailable or unverified GameData: %w", err)
}
if downloaded {
slog.Info("repaired GameData from official CDN", "archive", verifiedGameData.ArchivePath, "entries", verifiedGameData.EntryCount)
}
if err := calendars.ValidateDesign(gameData, *gameDataVersion); err != nil {
return fmt.Errorf("validate project calendar GameData references: %w", err)
}
login, err := account.Load(filepath.Clean(*accountSeed))
if err != nil {
return fmt.Errorf("load local account seed: %w", err)
}
starter, err := player.Load(filepath.Clean(*playerSeed))
if err != nil {
return fmt.Errorf("load starter player: %w", err)
}
if login.Version != versions.GameVersion || starter.Version != versions.GameVersion {
return fmt.Errorf("game version %s requires matching account and player seeds (got %s and %s)", versions.GameVersion, login.Version, starter.Version)
}
gachaSchedule := calendars.GachaSeed
var scheduleGroupIDs, stepUpGroupIDs []uint64
for _, window := range gachaSchedule.Schedules {
scheduleGroupIDs = append(scheduleGroupIDs, window.GroupID)
}
for _, window := range gachaSchedule.StepUps {
stepUpGroupIDs = append(stepUpGroupIDs, window.GroupID)
}
regularGacha, equipmentGacha, err := gamedata.LoadActiveGachaForSchedules(gameData, *gameDataVersion, scheduleGroupIDs, stepUpGroupIDs)
if err != nil {
return fmt.Errorf("load active gacha GameData: %w", err)
}
if gameRules.Gacha.IncludeCollaborationURWeapons {
if err := equipmentGacha.IncludeCollaborationURWeapons(gameData, *gameDataVersion); err != nil {
return fmt.Errorf("apply collaboration UR weapon game rule: %w", err)
}
}
slog.Info("server gameplay rules loaded", "config", *gameConfigPath,
"include_collaboration_ur_weapons", gameRules.Gacha.IncludeCollaborationURWeapons,
"starting_pack_id", gameRules.Story.StartPackID)
limitedCostumes, err := gamedata.LoadLimitedCostumes(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load limited costume GameData: %w", err)
}
firstGacha, err := gamedata.LoadFirstGacha(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load first gacha GameData: %w", err)
}
stateRepository, err := accountstate.Open(filepath.Clean(*stateFile))
if err != nil {
return fmt.Errorf("open account state database: %w", err)
}
defer stateRepository.Close()
var authService *auth.Service
if authentication.Mode == "oauth" {
authStore, err := auth.Open(filepath.Join(filepath.Dir(filepath.Clean(*stateFile)), "auth.db"), authRuntime.MasterKey)
if err != nil {
return fmt.Errorf("open authentication database: %w", err)
}
defer authStore.Close()
authService, err = auth.New(authRuntime, authStore)
if err != nil {
return err
}
}
accountDomains := []string{"characters", "collection", "deck", "equipment", "items", "mail", "missions", "progress", "wallet"}
initializationState, err := stateRepository.InitializationState(accountDomains...)
if err != nil {
return fmt.Errorf("reject incomplete account database: %w", err)
}
if initializationState == accountstate.InitializationCorrupt {
return errors.New("reject incomplete account database: corrupt initialization state")
}
initializeAccount := initializationState == accountstate.InitializationPending
startupTransaction, err := stateRepository.BeginOperation()
if err != nil {
return fmt.Errorf("begin startup state transaction: %w", err)
}
startupCommitted := false
defer func() {
if startupCommitted {
return
}
if rollbackErr := startupTransaction.Rollback(); rollbackErr != nil {
serveErr = errors.Join(serveErr, rollbackErr)
}
}()
startingPackID, err := stateRepository.LockStartingPack(gameRules.Story.StartPackID, initializeAccount)
if err != nil {
return fmt.Errorf("server starting chapter policy: %w", err)
}
serverConfig, err := readonly.Load(filepath.Clean(*readonlySeed))
if err != nil {
return fmt.Errorf("load readonly server configuration: %w", err)
}
serverConfig, err = calendars.ApplyReadonly(serverConfig)
if err != nil {
return fmt.Errorf("encode project calendars: %w", err)
}
seasonSchedule := calendars.RegularService
mailbox, err := mail.Load(filepath.Clean(*mailSeed))
if err != nil {
return fmt.Errorf("load starter mailbox: %w", err)
}
progressState, err := progress.OpenStore(stateRepository)
if err != nil {
return err
}
deckConfig, err := deck.LoadSeed(filepath.Clean(*deckSeed))
if err != nil {
return fmt.Errorf("load starter deck: %w", err)
}
presetDesign, err := gamedata.LoadPresetDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load party preset GameData: %w", err)
}
deckStateStore, err := deck.OpenStore(stateRepository, deckConfig, *presetDesign)
if err != nil {
return fmt.Errorf("load deck state: %w", err)
}
if err := login.AttachPresetSlots(deckStateStore); err != nil {
return fmt.Errorf("attach preset slots to login: %w", err)
}
ownedItems, err := player.OpenInventory(stateRepository, starter)
if err != nil {
return fmt.Errorf("load owned inventory: %w", err)
}
recipeDesign, err := gamedata.LoadCookingRecipeDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load cooking recipes: %w", err)
}
recipeService, err := feature.NewRecipeService(recipeDesign, starter.CookingRecipes, ownedItems)
if err != nil {
return fmt.Errorf("load learned recipes: %w", err)
}
randomBoxes, err := gamedata.LoadRandomBoxDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load deterministic random-box GameData: %w", err)
}
if err := ownedItems.AttachRandomBoxes(randomBoxes); err != nil {
return fmt.Errorf("attach random-box GameData: %w", err)
}
gold, freeJewelry, jewelry, mileage, err := login.SeedCurrencies()
if err != nil {
return fmt.Errorf("read account seed currency: %w", err)
}
hopePowder, err := login.SeedHopePowder()
if err != nil {
return fmt.Errorf("read account seed hope powder: %w", err)
}
catalyst, err := login.SeedCatalyst()
if err != nil {
return fmt.Errorf("read account seed catalyst: %w", err)
}
equipMileage, equipMileageExchangeGage, err := login.SeedEquipmentMileage()
if err != nil {
return fmt.Errorf("read account seed equipment mileage: %w", err)
}
wallet, err := player.OpenWallet(stateRepository, player.Currency{
Gold: gold, FreeJewelry: freeJewelry, Jewelry: jewelry, Catalyst: catalyst, Mileage: mileage, HopePowder: hopePowder,
EquipMileage: equipMileage, EquipMileageExchangeGage: equipMileageExchangeGage,
})
if err != nil {
return fmt.Errorf("load wallet state: %w", err)
}
if err := login.AttachCurrencies(wallet); err != nil {
return fmt.Errorf("attach wallet to login: %w", err)
}
slotDesign, err := gamedata.LoadInventorySlotDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load inventory slot GameData: %w", err)
}
itemSlots, storageSlots, equipmentInventorySlots, equipmentStorageSlots, err := login.SeedInventorySlots()
if err != nil {
return fmt.Errorf("read account seed inventory slots: %w", err)
}
inventorySlots, err := player.OpenInventorySlots(stateRepository, slotDesign, player.InventorySlotCounts{
Items: itemSlots, Storage: storageSlots, Equipment: equipmentInventorySlots, EquipmentStorage: equipmentStorageSlots,
}, wallet)
if err != nil {
return fmt.Errorf("load inventory slot state: %w", err)
}
inventorySlots.AttachDevelopmentSettings(*devToolsConfig)
if err := login.AttachInventorySlots(inventorySlots); err != nil {
return fmt.Errorf("attach inventory slots to login: %w", err)
}
mailService, err := mail.OpenService(stateRepository, mailbox, ownedItems, wallet)
if err != nil {
return fmt.Errorf("load mail state: %w", err)
}
contentTickets, err := gamedata.LoadGachaContentTicketDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load gacha content tickets: %w", err)
}
if err := mailService.AttachContentTickets(contentTickets); err != nil {
return fmt.Errorf("attach mailbox content tickets: %w", err)
}
if err := mailService.AttachSeedPath(filepath.Clean(*mailSeed)); err != nil {
return fmt.Errorf("watch mail seed: %w", err)
}
if *mailGrantSpool != "" {
if err := mailService.AttachGrantSpoolPath(*mailGrantSpool); err != nil {
return fmt.Errorf("attach mail grant spool: %w", err)
}
}
missionDesign, err := gamedata.LoadMissionDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load mission GameData: %w", err)
}
missionService, err := missions.Open(stateRepository, missionDesign, ownedItems)
if err != nil {
return fmt.Errorf("load mission state: %w", err)
}
if err := missionService.AttachWallet(wallet); err != nil {
return fmt.Errorf("attach mission wallet: %w", err)
}
levelDesign, err := gamedata.LoadAchievementLevelDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load user level rewards: %w", err)
}
if err := missionService.AttachUserLevelRewards(levelDesign); err != nil {
return fmt.Errorf("attach user level rewards: %w", err)
}
if err := login.AttachLevelReward(missionService); err != nil {
return fmt.Errorf("attach persisted user level reward: %w", err)
}
if err := missionService.AttachMail(mailService); err != nil {
return fmt.Errorf("attach mission compensation mailbox: %w", err)
}
ownedEquipment, err := player.OpenEquipmentInventory(stateRepository)
if err != nil {
return fmt.Errorf("load owned equipment: %w", err)
}
equipmentSlots, err := gamedata.LoadEquipmentSlots(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load equipment slot GameData: %w", err)
}
if err := ownedEquipment.AttachSlots(equipmentSlots); err != nil {
return fmt.Errorf("attach equipment slot GameData: %w", err)
}
equipmentUpgrade, err := gamedata.LoadEquipmentUpgradeDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load equipment upgrade GameData: %w", err)
}
if err := ownedEquipment.AttachUpgrade(equipmentUpgrade, wallet, ownedItems); err != nil {
return fmt.Errorf("attach equipment upgrade GameData: %w", err)
}
equipmentCraft, err := gamedata.LoadEquipmentCraftDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load equipment crafting GameData: %w", err)
}
talentGrowth, err := gamedata.LoadTalentGrowthDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load talent growth GameData: %w", err)
}
if err := ownedEquipment.AttachCraft(equipmentCraft); err != nil {
return fmt.Errorf("attach equipment crafting GameData: %w", err)
}
equipmentSmelting, err := gamedata.LoadEquipmentSmeltingDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load equipment smelting GameData: %w", err)
}
if err := ownedEquipment.AttachSmelting(equipmentSmelting, wallet, ownedItems); err != nil {
return fmt.Errorf("attach equipment smelting GameData: %w", err)
}
equipmentOptionReroll, err := gamedata.LoadEquipmentOptionRerollDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load equipment option reroll GameData: %w", err)
}
if err := ownedEquipment.AttachOptionReroll(equipmentOptionReroll, wallet, ownedItems); err != nil {
return fmt.Errorf("attach equipment option reroll GameData: %w", err)
}
worldService, err := world.Load(filepath.Clean(*worldSeed), gameData, *gameDataVersion,
stateRepository, progressState, starter, ownedEquipment, ownedItems, wallet)
if err != nil {
return fmt.Errorf("load world state: %w", err)
}
if err := worldService.ConfigureStartPack(startingPackID, initializeAccount); err != nil {
return fmt.Errorf("configure account starting chapter: %w", err)
}
missionUnlocked := worldService.MissionsUnlocked
if err := missionService.RecordLogin(missionUnlocked); err != nil {
return fmt.Errorf("record login missions: %w", err)
}
if err := login.AttachLastPlayedPack(worldService); err != nil {
return fmt.Errorf("attach persisted login destination: %w", err)
}
// Restore all earned seed ownership before validating persisted upgrades.
// A quest costume is not a collection entry; attaching it after opening
// collection would reject its otherwise valid burst ledger on restart.
baseCostumes := append([]player.Costume(nil), starter.Costumes...)
if reward, earned := worldService.EarnedQuestCostume(); earned {
baseCostumes = append(baseCostumes, reward)
}
collection, err := player.OpenCollectionStore(stateRepository, baseCostumes)
if err != nil {
return fmt.Errorf("load owned collection: %w", err)
}
infiniteGacha, err := gamedata.LoadInfiniteGachaForSchedules(gameData, *gameDataVersion, scheduleGroupIDs)
if err != nil {
return fmt.Errorf("load infinite gacha GameData: %w", err)
}
gachaService, err := gacha.NewService(infiniteGacha, regularGacha, collection, wallet)
if err != nil {
return err
}
if err := login.AttachPurchaseCounts(gachaService); err != nil {
return fmt.Errorf("attach cash purchase counts to login: %w", err)
}
if err := gachaService.AttachSchedule(gachaSchedule); err != nil {
return fmt.Errorf("attach gacha schedule: %w", err)
}
previewEventIndex, err := serverConfig.CashProductEventIndex(infiniteGacha.ProductGroupID, infiniteGacha.ProductID)
if err != nil {
return fmt.Errorf("load infinite preview event: %w", err)
}
if err := gachaService.AttachPreviewEventIndex(previewEventIndex); err != nil {
return fmt.Errorf("attach infinite preview event: %w", err)
}
// The mapped client property is IsDoneFirstGachaPick. Its authoritative
// local state is the explicit GachaSubType=3 completion marker.
if err := login.AttachFirstGacha(gachaService); err != nil {
return fmt.Errorf("attach first gacha status to login: %w", err)
}
if err := gachaService.AttachFirstGacha(firstGacha); err != nil {
return fmt.Errorf("attach first gacha GameData: %w", err)
}
gachaService.AttachInventory(ownedItems)
gachaService.AttachEquipmentGacha(equipmentGacha, ownedEquipment)
gachaService.AttachDrawMission(func(count uint64) error {
return missionService.RecordEvent(missions.ConditionGachaBuy, 0, count, missionUnlocked)
})
if err := collection.BindBaseCharacters(worldService.CharacterService().RawAll()); err != nil {
return fmt.Errorf("bind base collection characters: %w", err)
}
if err := mailService.AttachCostumeRewards(collection, limitedCostumes); err != nil {
return fmt.Errorf("attach limited costume mail rewards: %w", err)
}
if err := worldService.AttachCollection(collection); err != nil {
return fmt.Errorf("attach gacha collection state: %w", err)
}
if err := worldService.AttachDecks(deckStateStore); err != nil {
return fmt.Errorf("attach world deck state: %w", err)
}
if err := worldService.AttachWaypointRuntime(gameData, *gameDataVersion); err != nil {
return fmt.Errorf("attach waypoint runtime: %w", err)
}
if err := worldService.AttachFieldObjectRuntime(gameData, *gameDataVersion); err != nil {
return fmt.Errorf("attach field object runtime: %w", err)
}
if err := ownedEquipment.AttachCharacters(worldService.CharacterService()); err != nil {
return fmt.Errorf("attach equipment character state: %w", err)
}
if err := deckStateStore.AttachPresetRuntime(wallet, worldService.CharacterService(), ownedEquipment, collection); err != nil {
return fmt.Errorf("attach ordinary preset runtime: %w", err)
}
pictorialDesign, err := gamedata.LoadPictorialDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load pictorial GameData: %w", err)
}
pictorialService := &pictorial.Service{Design: pictorialDesign, Owned: worldService}
equipmentStatDesign, err := gamedata.LoadEquipmentStatDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load equipment stat GameData: %w", err)
}
if err := ownedEquipment.AttachStatDesign(equipmentStatDesign); err != nil {
return err
}
pictorialService.EquipmentContributions = ownedEquipment.StatContributions
charAwakeDesign, err := gamedata.LoadCharAwakeDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load character awakening GameData: %w", err)
}
charAwakeService, err := player.NewCharAwakeService(charAwakeDesign, collection, worldService.CharacterService(), ownedItems, wallet)
if err != nil {
return err
}
pictorialService.AwakeContributions = charAwakeService.Contributions
if err := worldService.CharacterService().AttachMaxHealth(pictorialService.MaxHealth); err != nil {
return fmt.Errorf("attach pictorial character stats: %w", err)
}
if err := worldService.CharacterService().AttachWallet(wallet); err != nil {
return fmt.Errorf("attach character promotion wallet: %w", err)
}
if err := worldService.CharacterService().AttachTalentGrowth(talentGrowth); err != nil {
return fmt.Errorf("attach character talent growth: %w", err)
}
immortalDesign, err := gamedata.LoadImmortalDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load immortal talent GameData: %w", err)
}
if err := worldService.CharacterService().AttachImmortalDesign(immortalDesign); err != nil {
return fmt.Errorf("attach immortal talent GameData: %w", err)
}
costumePotentialDesign, err := gamedata.LoadCostumePotentialDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load costume potential GameData: %w", err)
}
costumePotentialService, err := player.NewCostumePotentialService(costumePotentialDesign, collection, worldService.CharacterService(), ownedItems, wallet)
if err != nil {
return err
}
pictorialService.PotentialContributions = costumePotentialService.Contributions
costumeBurstDesign, err := gamedata.LoadCostumeBurstDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load costume burst GameData: %w", err)
}
costumeBurstService, err := player.NewCostumeBurstService(costumeBurstDesign, collection, ownedItems, wallet)
if err != nil {
return err
}
friendshipDesign, err := gamedata.LoadFriendshipDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load friendship GameData: %w", err)
}
friendshipService, err := player.NewFriendshipService(&friendshipDesign, charAwakeDesign, costumePotentialDesign, collection, ownedItems, wallet)
if err != nil {
return fmt.Errorf("load friendship state: %w", err)
}
if err := login.AttachFriendshipAP(friendshipService); err != nil {
return err
}
accountName, found, err := wire.Bytes(login.UserInfo, 2)
if err != nil || !found || len(accountName) == 0 {
return errors.New("account seed requires its existing display name for master title")
}
masterTitleService, err := player.OpenMasterTitleService(stateRepository, string(accountName))
if err != nil {
return fmt.Errorf("load master title: %w", err)
}
battleService := battle.NewService(gameData, *gameDataVersion, ownedItems, worldService.CurrentPackID)
freeHuntingAP, bonusHuntingAP, err := login.SeedHuntingAP()
if err != nil {
return fmt.Errorf("read initial hunting AP: %w", err)
}
gameplayStore := stateio.EntrySnapshotStore{Entries: stateRepository, Domain: "missions", Bucket: "gameplay"}
huntingService, err := hunting.Open(gameplayStore, gameData, *gameDataVersion, ownedItems, wallet,
worldService.CurrentPackID, freeHuntingAP, bonusHuntingAP)
if err != nil {
return fmt.Errorf("load hunting state: %w", err)
}
if err := login.AttachHuntingAP(huntingService); err != nil {
return fmt.Errorf("attach persisted hunting AP: %w", err)
}
huntingAPDesign, err := gamedata.LoadHuntingAPDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load hunting AP reset: %w", err)
}
if err = huntingService.AttachAPRefresh(huntingAPDesign); err != nil {
return err
}
battleService.AttachHunting(huntingService)
huntingService.AttachEligibility(worldService.HuntingEligibility)
if err := worldService.AttachHuntingGround(huntingService); err != nil {
return err
}
eventRegistry := events.NewRegistry()
if err := eventRegistry.Replace(calendars.Events); err != nil {
return err
}
rewardGraph, err := gamedata.LoadRewardGraph(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load event reward graph: %w", err)
}
rewardEquipment, err := gamedata.LoadRewardEquipmentCatalog(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load reward equipment: %w", err)
}
rewardCostumes, err := gamedata.LoadRewardCostumeCatalog(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load reward costumes: %w", err)
}
initialEventCurrency := map[uint64]uint64{}
for itemType, field := range events.AdditionalCurrencyFields {
value, _, readErr := wire.Varint(login.UserInfo, field)
if readErr != nil {
return readErr
}
initialEventCurrency[itemType] = value
}
eventEconomy, err := events.NewEconomy(gameplayStore, ownedItems, wallet, collection, ownedEquipment, rewardCostumes, rewardEquipment, rewardGraph, initialEventCurrency)
if err != nil {
return fmt.Errorf("load event economy: %w", err)
}
eventEconomy.AttachHuntingAP(huntingService)
if err = worldService.AttachResearchRuntime(gameData, *gameDataVersion, eventEconomy); err != nil {
return fmt.Errorf("attach field research: %w", err)
}
prestigeSkins, err := gamedata.LoadPrestigeSkins(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load reward prestige skins: %w", err)
}
eventEconomy.AttachPrestigeSkins(prestigeSkins)
ownedEventItems, err := gamedata.LoadOwnedEventItemDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load event inventory design: %w", err)
}
eventEconomy.AttachOwnedItemDesign(ownedEventItems)
eventAPCaps, eventAPReset, err := gamedata.LoadEventAPDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load event AP reset: %w", err)
}
if err = eventEconomy.AttachAPRefresh(eventAPCaps, eventAPReset); err != nil {
return err
}
if err = login.AttachAdditionalCurrencies(eventEconomy); err != nil {
return err
}
huntingService.AttachRewards(func(identity string, rewards []gamedata.Reward) ([]byte, error) {
return eventEconomy.Apply(identity, nil, rewards)
})
cashDesign, err := gamedata.LoadCashCatalog(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load cash products: %w", err)
}
cashCatalog, err := commerce.NewCatalog(versions.GameVersion, cashDesign, gameRules.Purchases)
if err != nil {
return fmt.Errorf("configure cash products: %w", err)
}
cashEntitlementDesign, err := gamedata.LoadCashEntitlementDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load cash entitlement design: %w", err)
}
cashRewards, err := gamedata.LoadCashRewardResolver(gameData, *gameDataVersion, rewardGraph)
if err != nil {
return fmt.Errorf("load cash product rewards: %w", err)
}
cashEconomy, err := commerce.NewEntitlementEconomy(gameplayStore, eventEconomy, cashRewards, ownedItems, cashEntitlementDesign)
if err != nil {
return fmt.Errorf("load cash entitlements: %w", err)
}
cashEconomy.SetClock(time.Now, eventAPReset.ResetSeconds-9*3600)
cashService, err := commerce.NewService(cashCatalog, gameplayStore, cashEconomy)
if err != nil {
return fmt.Errorf("load cash purchase state: %w", err)
}
clearPackageDesign, err := gamedata.LoadClearPackageCatalog(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load clear-package rewards: %w", err)
}
clearPackages, err := commerce.NewClearPackages(gameplayStore, clearPackageDesign, cashEconomy, ownedItems)
if err != nil {
return fmt.Errorf("load clear-package claims: %w", err)
}
clearPackages.AttachProgress(worldService.CashPackagePackCleared, nil)
cashService.SetClock(time.Now, eventAPReset.ResetSeconds-9*3600)
if err := cashService.AttachPackageRules(cashDesign.Packages); err != nil {
return fmt.Errorf("attach cash package progression: %w", err)
}
if err := cashService.AttachShopSeed(serverConfig); err != nil {
return fmt.Errorf("attach cash product availability: %w", err)
}
cashService.AttachLegacyCounts(gachaService)
cashService.AttachDelegate(func(key gamedata.CashProductKey, request []byte) ([]byte, bool, error) {
known := key.GroupID == infiniteGacha.ProductGroupID && key.ProductID == infiniteGacha.ProductID && key.SaleGroup == infiniteGacha.SaleGroup
for _, group := range regularGacha.Groups() {
if key.GroupID == group.CashProductGroupID && key.ProductID == group.CashProductID && key.SaleGroup == group.CashSalesGroup {
known = true
break
}
}
if !known {
return nil, false, nil
}
_, response, handled, err := gachaService.Handle("/CashShopBuy", request)
if err != nil || !handled {
return nil, handled, err
}
bundle, _, err := wire.Bytes(response, 1)
return bundle, true, err
})
if err := login.AttachPurchaseCounts(cashService); err != nil {
return fmt.Errorf("attach cash purchase counts: %w", err)
}
eventTasksDesign, err := gamedata.LoadEventTasksDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load event tasks design: %w", err)
}
eventTasksService, err := eventtasks.Open(gameplayStore, eventTasksDesign, eventRegistry, eventEconomy)
if err != nil {
return fmt.Errorf("load event tasks state: %w", err)
}
newbieStep, _, err := wire.Varint(login.UserInfo, 39)
if err != nil {
return err
}
if err = eventTasksService.SetNewbieStep(newbieStep); err != nil {
return err
}
if err = login.AttachNewbieStep(eventTasksService); err != nil {
return err
}
eventTasksService.AttachCashAuthorization(func(passID, buyType uint64) bool {
for _, buy := range eventTasksDesign.PassBuys[passID] {
if buy.Type == buyType && buy.CashID != 0 {
return cashService.ConsumeEntitlement(gamedata.CashProductKey{GroupID: buy.CashGroup, ProductID: buy.CashID, SaleGroup: buy.CashSales})
}
}
return false
})
eventTasksService.AttachAttendancePremium(func(ticket uint64) bool {
for _, item := range ownedItems.All() {
if item.Type == 19 && item.ID == ticket && item.Count > 0 && (item.ExpiryTime == 0 || item.ExpiryTime > uint64(time.Now().UnixMilli())) {
return true
}
}
return false
})
loginPassDesign, err := gamedata.LoadLoginPassCatalog(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load login-pass rewards: %w", err)
}
loginPasses, err := commerce.NewLoginPasses(gameplayStore, loginPassDesign, cashEconomy, ownedItems, func(group uint64) bool {
for _, pack := range cashDesign.Packages {
if pack.PackageType == 7 && pack.ID == group && cashService.IsAvailable(gamedata.CashProductKey{GroupID: pack.GroupID, ProductID: pack.ID, SaleGroup: pack.SaleGroup}) {
return true
}
}
return false
})
if err != nil {
return fmt.Errorf("load login-pass progress: %w", err)
}
loginPasses.SetClock(time.Now, eventAPReset.ResetSeconds-9*3600)
eventTasksService.AttachUnlockResolver(missionUnlocked)
missionService.AttachEventHandler(eventTasksService)
if err = missionService.RecordLogin(missionUnlocked); err != nil {
return err
}
eventGamesService, err := eventgames.Open(gameplayStore, gameData, *gameDataVersion, eventRegistry, eventEconomy)
if err != nil {
return fmt.Errorf("load event games state: %w", err)
}
eventExchangeDesign, err := gamedata.LoadEventExchangeCatalog(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load event exchange design: %w", err)
}
eventExchangeService, err := eventexchange.Open(gameplayStore, eventExchangeDesign, eventRegistry, eventEconomy)
if err != nil {
return fmt.Errorf("load event exchange state: %w", err)
}
boxService, err := events.OpenBoxes(gameplayStore, ownedItems, eventEconomy)
if err != nil {
return fmt.Errorf("load random box state: %w", err)
}
eventPlayService, err := eventplay.Open(gameplayStore, gameData, *gameDataVersion, eventRegistry, eventEconomy)
if err != nil {
return fmt.Errorf("load event play state: %w", err)
}
eventBattleChallenges, err := gamedata.LoadEventBattleChallenges(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load event battle challenges: %w", err)
}
eventPlayService.AttachBattleChallenges(eventBattleChallenges)
eventPlayService.AttachHubCalendars(serverConfig)
battleService.AttachEventBattle(eventPlayService)
eventActionsDesign, err := gamedata.LoadEventActionsDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load event action design: %w", err)
}
eventActionsService, err := eventactions.Open(gameplayStore, eventActionsDesign, eventRegistry, eventEconomy)
if err != nil {
return fmt.Errorf("load event action state: %w", err)
}
eventActionsService.AttachFriendshipLevel(func(id uint64) uint64 {
for _, entry := range collection.FriendshipEntries() {
if entry.State != nil && entry.State.CostumeID == id {
return entry.State.Level
}
}
return 0
})
eventActionsService.AttachOwnedCharacter(func(index, id uint64) bool {
c, ok := worldService.CharacterService().Find(index)
return ok && c.ID == id
})
eventActionsService.AttachChargeInfo(func() ([]byte, error) {
rows, err := eventEconomy.ChargeInfo()
if err != nil {
return nil, err
}
huntingRows, err := huntingService.APChargeInfo()
if err != nil {
return nil, err
}
return append(rows, huntingRows...), nil
})
eventActionsService.AttachProgress(func(condition, sub, count uint64) error {
return missionService.RecordEvent(condition, sub, count, missionUnlocked)
})
eventPlayService.AttachProgress(func(condition, sub, count uint64) error {
return missionService.RecordEvent(condition, sub, count, missionUnlocked)
})
eventTasksService.AttachAssociatedMissionGroup(func(schedule events.Schedule) uint64 {
if group := eventActionsService.AssociatedMissionGroup(schedule); group != 0 {
return group
}
group, err := eventPlayService.AssociatedMissionGroup(schedule)
if err != nil {
slog.Error("event mission design unavailable", "event_uid", schedule.UID, "event_id", schedule.ID, "error", err)
}
return group
})
battleService.AttachEventBattle(eventActionsService)
battleService.AttachCurrentDifficulty(worldService.CurrentQuestDifficulty)
if err := worldService.AttachBattleActive(battleService.Active); err != nil {
return fmt.Errorf("attach world battle guard: %w", err)
}
characters := worldService.CharacterService()
monsterHuntService, err := monsterhunt.Open(gameplayStore, gameData, *gameDataVersion, serverConfig, ownedItems, wallet)
if err != nil {
return fmt.Errorf("load monster hunt state: %w", err)
}
if err := monsterHuntService.AttachPresetRuntime(characters, ownedEquipment, collection); err != nil {
return fmt.Errorf("attach monster hunt preset ownership: %w", err)
}
if err := login.AttachMonsterHuntSlots(monsterHuntService); err != nil {
return fmt.Errorf("attach monster hunt preset slots: %w", err)
}
battleService.AttachMonsterHunt(monsterHuntService)
monsterHuntService.AttachRewards(func(identity string, rewards []gamedata.Reward) ([]byte, error) {
return eventEconomy.Apply(identity, nil, rewards)
})
recruitDesign, err := gamedata.LoadRecruitDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load recruitment GameData: %w", err)
}
recruitService, err := player.NewRecruitService(&recruitDesign, &recruitDesign, collection, ownedItems, wallet,
func(npcID uint64) (uint64, error) {
return worldService.ResolveRecruitNPC(npcID, gameData, *gameDataVersion, &recruitDesign)
})
if err != nil {
return fmt.Errorf("load recruitment service: %w", err)
}
battleService.AttachCommittedHealth(func(health map[uint64]uint64) error {
for index, hp := range health {
maximum, err := characters.MaxHealth(index)
if err != nil {
return fmt.Errorf("invalid completed battle health for character %d: %w", index, err)
}
if hp > maximum {
// Battle-only HP buffs are not persisted into field health.
// This is our settlement policy, not an inferred provider rule.
health[index] = maximum
}
}
for index, hp := range health {
if err := characters.SetCurrentHealth(index, hp); err != nil {
return err
}
}
return nil
})
foodDesign, err := gamedata.LoadFoodDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load food GameData: %w", err)
}
foodService, err := player.OpenFoodService(stateRepository, foodDesign, ownedItems, characters)
if err != nil {
return fmt.Errorf("load food state: %w", err)
}
if err := foodService.AttachContext(worldService.CurrentPackID, battleService.Active); err != nil {
return err
}
battleService.AttachMonsterWinMission(func() error {
return missionService.CompleteSingleTargetEvent(missions.ConditionMonsterKill, missionUnlocked)
})
battleService.AttachPictorialBuffs(func() ([]gamedata.PictorialBuffStat, error) {
_, buffs, err := pictorialService.Snapshot()
return buffs, err
})
achievementCounterDesign, err := gamedata.LoadAchievementCounterDesign(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load achievement counters: %w", err)
}
achievementCounters, err := world.NewAchievementService(achievementCounterDesign, stateRepository, missionService)
if err != nil {
return fmt.Errorf("load achievement counter state: %w", err)
}
if err := missionService.AttachAchievementProgress(achievementCounters); err != nil {
return fmt.Errorf("attach achievement completion validation: %w", err)
}
if err := login.AttachAchievementExperience(missionService); err != nil {
return fmt.Errorf("attach persisted achievement experience: %w", err)
}
achievementGrades, err := gamedata.LoadGameplayAchievementGrades(gameData, *gameDataVersion)
if err != nil {
return fmt.Errorf("load achievement gameplay grades: %w", err)
}
achievementObserver, err := world.NewGameplayAchievementObserver(achievementCounters,
worldService.GameplayAchievementProvider(achievementCounterDesign, achievementGrades))
if err != nil {
return fmt.Errorf("initialize achievement gameplay observer: %w", err)
}
if err := achievementObserver.SyncRecordedHistory(); err != nil {
return fmt.Errorf("restore recorded achievement history: %w", err)
}
eventTasksService.AttachGameplayProvider(worldService.GameplayAchievementProvider(achievementCounterDesign, achievementGrades))
game, err := session.NewServerWithProgress(login, progressState,
cashService,
clearPackages,
commerce.PackInfoHandler{World: worldService, Claims: clearPackages},
commerce.AttendanceHandler{Events: eventTasksService, Economy: cashEconomy, LoginPasses: loginPasses, Store: gameplayStore},
eventRegistry,
eventGamesService,
eventExchangeService,
boxService,
eventPlayService,
eventActionsService,
events.SkinHandler{Economy: eventEconomy},
battleService,
huntingService,
monsterHuntService,
worldService,
worldService.CharacterService(),
progressState,
deckStateStore,
ownedItems,
ownedEquipment,
inventorySlots,
charAwakeService,
costumePotentialService,
costumeBurstService,
friendshipService,
masterTitleService,
recruitService,
foodService,
recipeService,
starter,
mailService,
gachaService,
achievementCounters,
missionService,
eventTasksService,
pictorialService,
seasonSchedule,
readonly.Service{Seed: serverConfig},
feature.Service{},
)
if err != nil {
return err
}
if err := game.AttachResponseObserver(achievementObserver); err != nil {
return fmt.Errorf("attach achievement progress notifications: %w", err)
}
if err := game.AttachResponseObserver(eventTasksService); err != nil {
return err
}
if authService != nil {
if err := game.AttachLoginAuthenticator(authService); err != nil {
return err
}
}
featured := gacha.ActivePickupCostumes(regularGacha, gachaSchedule, uint64(time.Now().UTC().UnixMilli()))
limitedIDs := limitedCostumes.Excluding(featured)
if len(limitedIDs) != 0 {
if err := mailService.EnsureStarterLimitedCostumes(limitedIDs, time.Now().UTC()); err != nil {
return fmt.Errorf("ensure account limited-costume entitlement: %w", err)
}
}
if initializeAccount {
if err := ensureAccountStateInitialized(
progressState, deckStateStore, ownedItems, ownedEquipment,
worldService.CharacterService(), collection, wallet, inventorySlots, mailService, missionService,
); err != nil {
return fmt.Errorf("initialize complete account state generation: %w", err)
}
if err := worldService.EnsureInitialPackPurchase(); err != nil {
return fmt.Errorf("grant initial pack purchase rewards: %w", err)
}
if err := stateRepository.MarkInitializationComplete(); err != nil {
return fmt.Errorf("mark account initialization complete: %w", err)
}
}
if err := masterTitleService.EnsurePersisted(); err != nil {
return fmt.Errorf("persist master title: %w", err)
}
problems, err := stateRepository.Validate()
if err != nil {
return fmt.Errorf("validate account state database: %w", err)
}
if len(problems) != 0 {
return stateProblemsError("account state database rejected", problems)
}
if err := startupTransaction.Commit(); err != nil {
return fmt.Errorf("commit startup state transaction: %w", err)
}
startupCommitted = true
if err := stateRepository.Check(); err != nil {
return fmt.Errorf("startup state transaction requires recovery restart: %w", err)
}
if err := game.AttachStateStore(stateRepository); err != nil {
return err
}
dispatcher := transport.Bootstrap{Config: cfg}
var authHandler http.Handler
if authService != nil {
authHandler = authService.Handler()
}
availability := lifecycle.NewGate()
instanceBytes := make([]byte, 16)
if _, err := rand.Read(instanceBytes); err != nil {
return fmt.Errorf("create server instance identity: %w", err)
}
instanceID := hex.EncodeToString(instanceBytes)
handler := transport.HTTP{
Dispatcher: dispatcher, Raw: game, Authentication: authentication,
AuthenticationHandler: authHandler, ResourcePolicy: publicResources,
CommerceManifest: func() any { return cashCatalog.Manifest() }, Availability: availability, InstanceID: instanceID,
}.Handler()
server := &http.Server{
Addr: *listen,
Handler: handler,
ReadHeaderTimeout: 5 * time.Second,
ReadTimeout: 20 * time.Second,
WriteTimeout: 20 * time.Second,
IdleTimeout: 60 * time.Second,
}
slog.Info("BD2 server listening", "address", *listen, "instance_id", instanceID, "server_version", versions.ServerVersion, "game_version", cfg.Version, "bundle", cfg.BundleVer, "resourceMode", publicResources.Mode, "gameData", verifiedGameData.ArchivePath, "gameDataEntries", verifiedGameData.EntryCount, "accountSeed", *accountSeed)
serveResult := make(chan error, 1)
go func() { serveResult <- server.ListenAndServe() }()
stateFailure := make(chan error, 1)
stopStateMonitor := make(chan struct{})
defer close(stopStateMonitor)
go func() {
ticker := time.NewTicker(250 * time.Millisecond)
defer ticker.Stop()
for {
select {
case <-ticker.C:
if err := stateRepository.Check(); err != nil {
select {
case stateFailure <- err:
default:
}
return
}
case <-stopStateMonitor:
return
}
}
}()
signals := make(chan os.Signal, 1)
signal.Notify(signals, lifecycle.ShutdownSignals()...)
defer signal.Stop(signals)
var shutdownErr error
select {
case err := <-serveResult:
if errors.Is(err, http.ErrServerClosed) {
return nil
}
return err
case received := <-signals:
slog.Info("BD2 server draining", "signal", received.String())
case err := <-stateFailure:
shutdownErr = err
slog.Error("BD2 server state failed closed; draining for process recovery", "error", err)
}
availability.Drain()
drainContext, cancelDrain := context.WithTimeout(context.Background(), 60*time.Second)
defer cancelDrain()
if err := availability.Wait(drainContext); err != nil {
slog.Warn("BD2 request drain timed out", "error", err)
}
if err := server.Shutdown(drainContext); err != nil {
_ = server.Close()
return fmt.Errorf("shutdown drained server: %w", err)
}
if err := <-serveResult; err != nil && !errors.Is(err, http.ErrServerClosed) {
return err
}
slog.Info("BD2 server stopped after drain")
return shutdownErr
}
type accountStateInitializer interface {
EnsurePersisted() error
}
func ensureAccountStateInitialized(stores ...accountStateInitializer) error {
for _, store := range stores {
if store == nil {
return errors.New("nil account state initializer")
}
if err := store.EnsurePersisted(); err != nil {
return err
}
}
return nil
}
func resourcesCommand(args []string) error {
if len(args) == 0 || args[0] != "fetch" {
return errors.New("resources requires the fetch subcommand")
}
fs := flag.NewFlagSet("resources fetch", flag.ContinueOnError)
versionConfigPath := fs.String("version-config", "", "repository versions.json override")
output := fs.String("output", "", "resource mirror output directory (required)")
platform := fs.String("platform", "StandaloneWindows64", "official ServerData platform")
if err := fs.Parse(args[1:]); err != nil {
return err
}
if *output == "" {
return errors.New("resources fetch requires --output")
}
var versions versionconfig.Config
var err error
if *versionConfigPath == "" {
versions, err = versionconfig.Find()
} else {
versions, err = versionconfig.Load(*versionConfigPath)
}
if err != nil {
return err
}
manifest, err := resourcefetch.Fetch(context.Background(), resourcefetch.Options{
OutputRoot: *output, Platform: *platform, BundleVersion: versions.BundleVersion,
GameDataVersion: versions.GameDataVersion,
Progress: func(message string) { slog.Info(message) },
})
if err != nil {
return err
}
slog.Info("official resource mirror complete", "output", *output, "bundles", manifest.ServerData.Bundles, "bytes", manifest.ServerData.Bytes)
return nil
}
func usage() {
fmt.Fprintln(os.Stderr, `bd2server - BrownDust II server
Usage:
bd2server preflight [--data-dir DIR] [--version-config FILE]
bd2server serve [--data-dir DIR] [--version-config FILE] [options]
bd2server resources fetch --output DIR [--version-config FILE]
bd2server state check [options]
The server binds to loopback by default.
Logging: --log-level trace|debug|info|warn|error; --log-color auto|always|never.
BD2_LOG_LEVEL and BD2_LOG_COLOR set defaults for all commands.`+developmentUsage())
}