Dbserver-protocols: Difference between revisions
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autobits auth_id | autobits auth_id | ||
string account_name | string account_name | ||
bits( | bits(1024) auth_data | ||
autobits home_shard_id | autobits home_shard_id | ||
autobits dst_shard_id | autobits dst_shard_id | ||
Line 243: | Line 243: | ||
order_rename %s | order_rename %s | ||
populated with ent_id and order_id | populated with ent_id and order_id | ||
If the Ent is loaded, no response will be sent (bug), otherwise an ACCOUNT_CLIENT_RENAME will be sent with ''validating'' set to 0, and ''confirm'' will be set to 1 if the Ent was found and sent the command. | |||
=== ACCOUNT_SVR_SLOT === | === ACCOUNT_SVR_SLOT === | ||
Line 253: | Line 255: | ||
=== ACCOUNT_SVR_RESPEC === | === ACCOUNT_SVR_RESPEC === | ||
OrderId order_id | |||
bits(1) fulfilling | |||
autobits ent_id | |||
When ''fulfilling'' is 0, dbserver checks the Ent identified by ''ent_id'', and responds with ACCOUNT_CLIENT_RESPEC: | |||
OrderId order_id | |||
bits(1) validating | |||
bits(1) confirm | |||
where ''validating'' is 1 and ''confirm'' is 1 if the Ent exists and is not locked. | |||
When ''fulfilling'' is 1, the Ent will be loaded if necessary, forcibly loaded onto a MapServer if currently offline, and then sent a DBSERVER_RELAY_CMD with: | |||
cmdrelay_dbid %d | |||
order_respec %s | |||
The response will have ''validating'' set to 0 and ''confirm'' set to 1 if the Ent was found and a command sent. The response might not be sent if the container is already loaded (bug). | |||
=== ACCOUNT_SVR_NOTIFYTRANSACTION === | === ACCOUNT_SVR_NOTIFYTRANSACTION === | ||
autobits auth_id | |||
autobits2 sku | |||
autobits inv_type | |||
OrderId order_id | |||
autobits granted | |||
autobits claimed | |||
bits(1) success | |||
The game client link for ''auth_id'' is found. If dbserver has a direct link to that client, nothing happens. Otherwise, dbsevers send a DBSERVER_ACCOUNTSERVER_NOTIFYTRANSACTION to the player's current MapServer with the same content as this message, except the ''auth_id'' is replaced with the entity ID of the player's current character. | |||
=== ACCOUNT_SVR_NOTIFYREQUEST === | === ACCOUNT_SVR_NOTIFYREQUEST === | ||
autobits auth_id | |||
autobits type | |||
OrderId order_id | |||
bits(1) success | |||
string message | |||
The game client link for auth_id is found. A DBGAMESERVER_ACCOUNTSERVER_NOTIFYREQUEST is sent with the same content as this message, without the ''auth_id''. | |||
=== ACCOUNT_SVR_NOTIFYSAVED === | === ACCOUNT_SVR_NOTIFYSAVED === | ||
autobits auth_id | |||
autobits type | |||
OrderId order_id | |||
bits(1) success | |||
string message | |||
The game client link for auth_id is found. If there is a direct connection to the dbserver, nothing happens. Otherwise, a DBSERVER_ACCOUNTSERVER_NOTIFYSAVED is sent to the MapServer where that client is connected, with the same content as this message, with the ''auth_id'' replaced by the ''ent_id'' of the player's current character. | |||
=== ACCOUNT_SVR_INVENTORY === | === ACCOUNT_SVR_INVENTORY === | ||
autobits auth_id | |||
autobits count | |||
repeated count times: | |||
autobits2 sku | |||
autobits granted_total | |||
autobits claimed_total | |||
autobits expires | |||
packint(1) shard_xfer_free_only | |||
autobits shard_xfer_tokens | |||
bits(128) loyalty_status | |||
autobits loyalty_points_unspent | |||
autobits loyalty_points_earned | |||
autobits virtual_currency_balance | |||
autobits last_email_time | |||
autobits last_num_emails_sent | |||
This data is stored in the ShardAccount container, and then either sent to the game client or MapServer as DBGAMESERVER_ACCOUNTSERVER_INVENTORY or DBSERVER_ACCOUNTSERVER_INVENTORY | |||
=== ACCOUNT_SVR_CERTIFICATION_GRANT_ACK === | === ACCOUNT_SVR_CERTIFICATION_GRANT_ACK === | ||
=== ACCOUNT_SVR_CERTIFICATION_CLAIM_ACK === | === ACCOUNT_SVR_CERTIFICATION_CLAIM_ACK === | ||
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=== ACCOUNT_SVR_MULTI_GAME_TRANSACTION_COMPLETED === | === ACCOUNT_SVR_MULTI_GAME_TRANSACTION_COMPLETED === | ||
=== ACCOUNT_SVR_FORCE_LOGOUT === | === ACCOUNT_SVR_FORCE_LOGOUT === | ||
autobits auth_id | |||
The game client connected for auth_id is forcibly disconnected, notifying connected MapServer or QueueServer. | |||
=== ACCOUNT_SVR_DB_HEARTBEAT === | === ACCOUNT_SVR_DB_HEARTBEAT === | ||
== arena == | == arena == | ||
This service supports the same protocol messages as the db service, documented below. It is used for ArenaServer to connect to dbserver, and the remote socket address of the ArenaServer connected on this port is used in processing DBCLIENT_REQ_ARENA_ADDRESS, but this service is not otherwise different. | |||
== auction == | == auction == | ||
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== beacon == | == beacon == | ||
This service is used for the beacon servers and clients to connect to dbserver. It consists of two network ports, one for clients and one for servers. | |||
This service is used for the | |||
All messages on the beacon client port are ignored. | |||
Only one message is handled on the beacon server port. It is: | |||
=== BEACON2DB_BEACONSERVER_STATUS === | |||
packint(1) version | |||
packint(1) longest_wait | |||
''version'' is ignored. When dbserver receives this packet, it records ''longest_wait'' and the time when this message was received. | |||
This information is not used for any purpose other than relaying to ServerMonitor. | |||
== client == | |||
This service is used for the game client to communicate with dbserver. | |||
It is documented on [[Client-to-dbserver]] | |||
== db == | |||
This service is used to communicate with MapServer and RaidServer. | |||
It is documented on [[Dbserver-to-mapserver]] | |||
== launcher == | |||
This service is used for launchers to connect to dbserver and receive instructions on what processes to start. It forms a primitive job scheduler, attempting to start processes on launchers which have spare capacity. | |||
=== LAUNCHERQUERY_STARTPROCESS === | |||
=== LAUNCHERQUERY_GAMEVERSION === | |||
=== LAUNCHERQUERY_CONTROL === | |||
=== LAUNCHERANSWER_PROCESSES === | |||
=== LAUNCHERANSWER_LOCALONLY === | |||
=== LAUNCHERANSWER_GAMEVERSION === | |||
=== LAUNCHERANSWER_PROCESS_CLOSED === | |||
=== LAUNCHERANSWER_PROCESS_CRASHED === | |||
== log == | |||
=== LOGCLIENT_LOG === | |||
=== LOGCLIENT_LOGBUG === | |||
=== LOGCLIENT_SAVELISTS === | |||
=== LOGCLIENT_SHARDCHAT === | |||
=== LOGCLIENT_ZEROMQ_SET_CONNECT_STATE === | |||
=== LOGCLIENT_ZEROMQ_GET_STATUS === | |||
== mission == | |||
This service is used for the MissionServer to connect to dbserver. Only one MissionServer is allowed to connect. | |||
=== MISSION_SERVER_MESSAGEENTITY === | |||
=== MISSION_SERVER_SEARCHPAGE === | |||
=== MISSION_SERVER_ARCINFO === | |||
=== MISSION_SERVER_ARCDATA === | |||
=== MISSION_SERVER_SENDPETITION === | |||
=== MISSION_SERVER_COMMENT === | |||
=== MISSION_SERVER_INVENTORY === | |||
=== MISSION_SERVER_CLAIM_TICKETS === | |||
=== MISSION_SERVER_ITEM_BOUGHT === | |||
=== MISSION_SERVER_OVERFLOW_GRANTED === | |||
=== MISSION_SERVER_ALLARCS === | |||
=== MISSION_SERVER_BANSTATUS === | |||
=== MISSION_SERVER_ARCDATA_OTHERUSER === | |||
== | == queue == | ||
This | This service is used for the QueueServer to connect to dbserver. Only one connection is allowed. | ||
The use of the QueueServer is optional. When it is used, game clients connect to QueueServer instead of dbserver, and QueueServer proxies all the usual [[Client-to-dbserver]] messages. | |||
Proxied messages for clients, sent from dbserver to QueueServer, will be prefixed with these fields to identify the client they are for: | |||
string client_name | |||
autobits link_id | |||
string | |||
Proxies messages from clients, send from QueueServer to dbserver, will be sent in QUEUECLIENT_CLIENTCOMMAND messages. | |||
=== QUEUESERVER_SVR_CONNECT === | |||
=== QUEUESERVER_SVR_ERROR === | |||
=== QUEUESERVER_SVR_ENQUEUESTATUS === | |||
=== QUEUESERVER_SVR_UPDATE === | |||
=== QUEUESERVER_SVR_REMOVECLIENT === | |||
=== QUEUESERVER_SVR_SET_LOG_LEVELS === | |||
=== QUEUESERVER_SVR_TEST_LOG_LEVELS === | |||
=== QUEUECLIENT_CONNECT === | |||
=== QUEUECLIENT_UPDATE_REQUEST === | |||
=== QUEUECLIENT_CLIENTCOMMAND === | |||
=== QUEUECLIENT_CLIENTPLAY === | |||
=== QUEUECLIENT_REMOVECLIENT === | |||
== stat == | |||
This service is used for StatServer to connect. It is used to identify the StatServer in order to send messages to it. It supports the same messages as the db service, and is not otherwise different. | |||
== svrmon == | |||
This service is used for ServerMonitor to connect to dbserver. Many ServerMonitors can connect to the service simultaneously. | |||
Unusually, this service reuses command numbers for requests and responses, instead of having two distinct namespaces for messages in each direction. | |||
=== DBSVRMON_REQUEST === | |||
=== DBSVRMON_REQUESTDIFF === | |||
=== DBSVRMON_LAUNCHERS === | |||
=== DBSVRMON_MAPSERVERS === | |||
=== DBSVRMON_CRASHEDMAPSERVERS === | |||
=== DBSVRMON_PLAYERS === | |||
=== DBSVRMON_RELAYMESSAGE === | |||
=== DBSVRMON_REQUESTVERSION === | |||
=== DBSVRMON_REQUEST_PLAYERS === | |||
=== DBSVRMON_CONNECT === | |||
=== DBSVRMON_DBSTATS === | |||
=== DBSVRMON_SERVERAPPS === | |||
=== DBSVRMON_LOGSERVERSTATS === | |||
== | == turnstile == | ||
This service is used for the TurnstileServer to connect to dbserver. It assumes that only one TurnstileServer will connect at a time, but does not enforce this; the most recently registered one will receive messages intended for TurnstileServer. | |||
=== TURNSTILE_REGISTER === | |||
=== TURNSTILE_EVENT_WAIT_TIMES === | |||
=== TURNSTILE_QUEUE_STATUS === | |||
=== TURNSTILE_EVENT_READY === | |||
=== TURNSTILE_EVENT_READY_ACCEPT === | |||
=== TURNSTILE_EVENT_FAILED_START === | |||
=== TURNSTILE_MAP_START === | |||
=== TURNSTILE_EVENT_START === | |||
=== TURNSTILE_SHARD_XFER === | |||
=== TURNSTILE_COOKIE_REQUEST === | |||
=== TURNSTILE_COOKIE_REPLY === | |||
=== TURNSTILE_REJOIN_FAIL === | |||
=== | |||
=== | |||
=== | |||
=== | |||
=== | |||
=== | |||
=== | |||
=== | |||
=== | |||
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=== | |||
=== | |||
Latest revision as of 13:07, 25 May 2019
dbserver listens on several ports, each one providing a different service. Most services correspond to another server which will connect. All of these services use the common Network protocol, in TCP-only mode.
account
AccountServer connects to this service. It deals primarily with the ShardAccount container, with auth_id being the container ID for this DbList.
It can receive the following commands:
ACCOUNT_SVR_CONNECT
This message has no body. If an AccountServer is already connected, dbserver will respond by closing the link. Otherwise, it will respond with DBSERVER_ACCOUNT_PROTOCOL_VERSION:
autobits protocol_version string shard_name autobits count repeated count times: autobits auth_id string auth_name
protocol_version will be DBSERVER_ACCOUNT_PROTOCOL_VERSION, currently 20070925.
dbserver will send the complete list of names and container IDs for all ShardAccount containers.
If IsLoggingMaster is set in server_cfg, dbserver will also send a ACCOUNT_CLIENT_UPDATE_LOG_LEVELS message:
repeated LOG_LEVELS times: packint(1) log_level
These are the log levels, as managed by log.h, for all logging types in order from 0 to LOG_LEVELS. They are set in servers.cfg with SetLogLevel lines.
ACCOUNT_SVR_RELAY_CMD
autobits message_dbid optional autobits auth_id string cmd
auth_id is sent only if message_dbid is 0.
If message_dbid is not 0, then it is the container ID of an Ent, and dbserver will send a DBSERVER_RELAY_CMD to the MapServer where that Ent is connected:
string relay_cmd
where relay_cmd will be:
cmdrelay_dbid %d 0 conprint "%s"
filled in with message_dbid and cmd.
If auth_id is not 0, then it is the auth_id of a player, which will be used to find the link that game client has with the dbserver. If one exists, then dbserver will send it a DBGAMESERVER_ACCOUNTSERVER_UNAVAILABLE:
string cmd
with cmd unchanged.
ACCOUNT_SVR_CHARCOUNT_REQUEST
autobits auth_id bits(1) vip
The vip flag will be applied to the ShardAccount auth_id, doing an SQL update if necessary.
Some SQL queries will be run to get the current character count, and when they are complete, dbserver will respond with a ACCOUNT_CLIENT_CHARCOUNT_REPLY:
autobits auth_id autobits unlocked_used_count autobits total_char_count autobits bonus_slots autobits server_max_count autobits vip_only_server
ACCOUNT_SVR_CHARCOUNT_REPLY
autobits auth_id autobits shards repeated shards times: string shard_name autobits unlocked_used autobits total_used autobits account_extra autobits server_max autobits vip_only_server
If shards is 0 then instead the packet will contain:
autobits auth_id autobits shards string error_msg
dbserver finds the game client connection corresponding to auth_id and sends it DBGAMESERVER_ACCOUNTSERVER_CHARCOUNT, which is identical to the message received, except the auth_id is not included.
ACCOUNT_SVR_SLOTCOUNT_REQUEST
autobits auth_id
dbserver replies with ACCOUNT_CLIENT_SLOTCOUNT_REPLY:
autobits auth_id autobits slot_count
Taking slot_count from the ShardAccount container for auth_id
ACCOUNT_SVR_PRODUCT_CATALOG_UPDATE
autobits timestamp autobits auth_timeout string mtx_environment string playspan_domain string playspan_catalog string playspan_url_home string playspan_url_categoryview string playspan_url_itemview string playspan_url_showcart string playspan_url_addtocart string playspan_url_manageaccount string playspan_url_supportpage string playspan_url_supportpage_de string playspan_url_supportpage_fr string playspan_url_upgradetovip string coh_url_newfeatures string coh_url_newfeaturesupdate autobits playspan_store_flags
dbserver will send DBSERVER_ACCOUNTSERVER_CATALOG to every map server, proxying the contents of the packet.
dbserver will send DBGAMESERVER_ACCOUNTSERVER_CATALOG to every connected game client, proxying the contents of the packet.
ACCOUNT_SVR_CLIENTAUTH
autobits auth_id autobits timestamp string playspan_digest
dbserver finds the game client connection corresponding to auth_id and proxies this message as DBGAMESERVER_ACCOUNTSERVER_CLIENTAUTH, excluding the auth_id field.
ACCOUNT_SVR_PLAYNC_AUTH_KEY
autobits auth_id autobits request_key string plaync_auth_key
dbserver finds the game client link for this auth_id and proxies this message as DBGAMESERVER_ACCOUNTSERVER_PLAYNC_AUTH_KEY, excluding the auth_id.
ACCOUNT_SVR_SHARDXFER
OrderId order_id autobits step
Depending on the value of step, the layout of the rest of the packet changes. Each of these messages is a step in the process of transferring a player character from one dbserver to another. dbserver will respond with ACCOUNT_CLIENT_SHARDXFER, which begins with the same two fields:
OrderId order_id autobits step
The rest of the messages are described below, for each possible value of step.
When step is SHARDXFER_VALIDATE_SRC:
autobits ent_id
dbserver responds with:
bits(1) exists
where exists is 1 if the ent_id is a valid Ent and 0 if it does not exist.
When step is SHARDXFER_VALIDATE_DST:
autobits auth_id bits(1) vip
dbserver responds with:
autobits unlocked_used_count autobits total_used_count autobits account_max_slots autobits server_max_slots autobits vip_only_server
When step is SHARDXFER_FULFILL_COPY_SRC:
autobits ent_id autobits type string visitor_data_packet
then dbserver will send DBSERVER_RELAY_CMD to the MapServer for this Ent (forcibly loading them to a MapServer if the player is offline) with:
cmdrelay_dbid %d shardxfer_init %s %d %d %s
populated with ent_id, order_id, type, home_shard, visitor_data_packet where home_shard is the shard_id of this dbserver in turnstile_server.cfg.
If type is XFER_TYPE_VISITOR_OUTBOUND or XFER_TYPE_VISITOR_BACK then visitor_data_packet will be suffixed by a semicolon and the name of this shard from servers.cfg.
If ent_id is not a loaded Ent, and type is XFER_TYPE_PAID, then dbserver runs SQL queries to load the Ent and continues. For all other values of type, it returns an error to AccountServer.
When step is SHARDXFER_FULFILL_COPY_DST:
string container_txt
then dbserver will run an SQL query to check the Ent table for rows where AccSvrLock is order_id (or in development mode, where AccSvrLock is kOrderIdInvalid - this probably breaks things). If that row exists, then the ID of that Ent is returned. Otherwise, a new Ent will be created from container_txt, and the ID of that Ent is returned:
autobits ent_id
dbserver will extract the AuthName from container_txt and validate that this account has free character slots. It will rename the character if there is a collision, and grant a rename token to the character if it does so. The container is then created and added to the SQL queue for writing. The container is immediately backed up into a hogg, and then unloaded.
When step is SHARDXFER_FULFILL_COMMIT_SRC:
autobits dbid string dst_shard autobits dst_dbid autobits type
In this step, visitor transfers (when type is XFER_TYPE_VISITOR_OUTBOUND or XFER_TYPE_VISITOR_BACK) are handled differently: for these, dbserver finds the turnstile server for the destination shard, and sends it DBSERVER_COOKIE_REQUEST:
OrderId order_id autobits dbid autobits type autobits dst_dbid autobits auth_id string account_name bits(1024) auth_data autobits home_shard_id autobits dst_shard_id
For non-visitor transfers, dbserver instead sends AUCTION_CLIENT_ACCOUNT_SHARDXFER to AuctionServer, to begin the inventory transfer:
OrderId order_id autobits dbid string dst_shard autobits dst_dbid
In development mode, dbserver skips the AuctionServer interaction and sends back a response to AccountServer with no further fields.
When step is SHARDXFER_FULFILL_COMMIT_DST:
autobits auth_id autobits ent_id
dbserver sends an SQL update to remove the AccSvrLock field from the Ents table for ent_id, and sends ACCOUNT_CLIENT_MARK_SAVED to AccountServer:
autobits auth_id autobits count // always 1 in this scenario repeated count times: OrderId order_id
then responds with ACCOUNT_CLIENT_SHARDXFER as usual, with no additional fields.
When step is SHARDXFER_FULFILL_COMMIT_RECOVERY:
autobits auth_id
dbserver searches the Ents table for entries with AccSvrLock matching this OrderId, and then runs the COMMIT_DST procedure on those rows. It then responds with:
bits(1) found
where found is 1 if any rows matched this OrderId, and 0 if none did.
When step is SHARDXFER_FULFILL_XFER_JUMP:
autobits dbid
dbserver sends a DBSERVER_RELAY_CMD to the client (forcibly loading offline characters onto a MapServer if necessary), with this command:
cmdrelay_dbid %s shardxfer_jump
populated with dbid.
For this step, dbserver does not send a ACCOUNT_CLIENT_SHARDXFER response to AccountServer.
ACCOUNT_SVR_RENAME
OrderId order_id bits(1) fulfill autobits ent_id
When fulfill is false, dbserver will do some checks and then respond with ACCOUNT_CLIENT_RENAME:
OrderId order_id bits(1) validating bits(1) confirm
validating will be 1. confirm will be 1 if:
- The Ent is currently loaded (this may be a bug, it does not check for the renameable flag)
- There is an Ent in the SQL database with this ID, which is not locked, and the DbFlags column for that row has the DBFLAG_RENAMEABLE bit set.
When fulfill is true, the Ent will be loaded if necessary, forcibly loaded onto a MapServer if currently offline, and then sent a DBSERVER_RELAY_CMD with:
cmdrelay_dbid %d order_rename %s
populated with ent_id and order_id
If the Ent is loaded, no response will be sent (bug), otherwise an ACCOUNT_CLIENT_RENAME will be sent with validating set to 0, and confirm will be set to 1 if the Ent was found and sent the command.
ACCOUNT_SVR_SLOT
OrderId order_id autobits auth_id
dbserver increments the SlotCount field in the ShardAccount identified by auth_id and saves the container. It responds to AccountServer with ACCOUNT_CLIENT_SLOT:
OrderId order_id bits(1) confirm
where confirm is 1 if the update was applied, and 0 if no ShardAccount with this ID could be found.
ACCOUNT_SVR_RESPEC
OrderId order_id bits(1) fulfilling autobits ent_id
When fulfilling is 0, dbserver checks the Ent identified by ent_id, and responds with ACCOUNT_CLIENT_RESPEC:
OrderId order_id bits(1) validating bits(1) confirm
where validating is 1 and confirm is 1 if the Ent exists and is not locked.
When fulfilling is 1, the Ent will be loaded if necessary, forcibly loaded onto a MapServer if currently offline, and then sent a DBSERVER_RELAY_CMD with:
cmdrelay_dbid %d order_respec %s
The response will have validating set to 0 and confirm set to 1 if the Ent was found and a command sent. The response might not be sent if the container is already loaded (bug).
ACCOUNT_SVR_NOTIFYTRANSACTION
autobits auth_id autobits2 sku autobits inv_type OrderId order_id autobits granted autobits claimed bits(1) success
The game client link for auth_id is found. If dbserver has a direct link to that client, nothing happens. Otherwise, dbsevers send a DBSERVER_ACCOUNTSERVER_NOTIFYTRANSACTION to the player's current MapServer with the same content as this message, except the auth_id is replaced with the entity ID of the player's current character.
ACCOUNT_SVR_NOTIFYREQUEST
autobits auth_id autobits type OrderId order_id bits(1) success string message
The game client link for auth_id is found. A DBGAMESERVER_ACCOUNTSERVER_NOTIFYREQUEST is sent with the same content as this message, without the auth_id.
ACCOUNT_SVR_NOTIFYSAVED
autobits auth_id autobits type OrderId order_id bits(1) success string message
The game client link for auth_id is found. If there is a direct connection to the dbserver, nothing happens. Otherwise, a DBSERVER_ACCOUNTSERVER_NOTIFYSAVED is sent to the MapServer where that client is connected, with the same content as this message, with the auth_id replaced by the ent_id of the player's current character.
ACCOUNT_SVR_INVENTORY
autobits auth_id autobits count repeated count times: autobits2 sku autobits granted_total autobits claimed_total autobits expires packint(1) shard_xfer_free_only autobits shard_xfer_tokens bits(128) loyalty_status autobits loyalty_points_unspent autobits loyalty_points_earned autobits virtual_currency_balance autobits last_email_time autobits last_num_emails_sent
This data is stored in the ShardAccount container, and then either sent to the game client or MapServer as DBGAMESERVER_ACCOUNTSERVER_INVENTORY or DBSERVER_ACCOUNTSERVER_INVENTORY
ACCOUNT_SVR_CERTIFICATION_GRANT_ACK
ACCOUNT_SVR_CERTIFICATION_CLAIM_ACK
ACCOUNT_SVR_CERTIFICATION_REFUND_ACK
ACCOUNT_SVR_MULTI_GAME_TRANSACTION_ACK
ACCOUNT_SVR_MULTI_GAME_TRANSACTION_COMPLETED
ACCOUNT_SVR_FORCE_LOGOUT
autobits auth_id
The game client connected for auth_id is forcibly disconnected, notifying connected MapServer or QueueServer.
ACCOUNT_SVR_DB_HEARTBEAT
arena
This service supports the same protocol messages as the db service, documented below. It is used for ArenaServer to connect to dbserver, and the remote socket address of the ArenaServer connected on this port is used in processing DBCLIENT_REQ_ARENA_ADDRESS, but this service is not otherwise different.
auction
AuctionServer connects to this service. It can receive the following commands:
AUCTION_SVR_CONNECT (2)
The message has no parameters. dbserver will accept only a single connection, and while it has one, it will respond to all further AUCTION_SVR_CONNECT messages by closing the connection.
dbserver responds with AUCTION_CLIENT_CONNECT (2):
packint(1) protocol_version string shard_name bits(1) have_inactive_players something....
AUCTION_SVR_SEND_INV (3)
autobits entity_id string inventory
dbserver finds the mapserver for entity_id, and proxies the message there as DBSERVER_AUCTION_SEND_INV
inventory is eventually decoded by AuctionInventory_FromStr in the mapserver, but dbserver proxies it without inspecting its value.
AUCTION_SVR_SEND_HISTORYINFO (4)
autobits entity_id string identifier autobits buying_count autobits selling_count autobits history_count repeated history_count times: autobits date autobits price
dbserver finds the mapserver for entity_id, and proxies the message there as DBSERVER_AUCTION_SEND_HIST.
AUCTION_SVR_BATCH_SEND_ITEMINFO (5)
autobits entity_id zipped data
dbserver finds the mapserver for entity_id, and proxies the message there as DBSERVER_AUCTION_BATCH_INFO. The zipped data is not inspected by dbserver.
After this output packet has been queued, dbserver sends AUCTION_CLIENT_DATAOK to the AuctioServer, with no both. This is a primitive form of flow control. It does not wait for the message to be sent to the mapserver before doing this.
AUCTION_SVR_XACT_CMD (7)
autobits entity_id autobits type XactCmd cmd
dbserver finds the mapserver for entity_id. If there is one, it proxies the message there as DBSERVER_AUCTION_XACT_CMD. If there is no mapserver, then dbserver responds to AuctionServer with AUCTION_CLIENT_XACT_UPDATE, sending:
autobits xid autobits subid autobits result
Where xid and subid are taken from cmd, and the result is set to kXactCmdRes_No.
AUCTION_SVR_RELAY_CMD_BYENT (9)
packint(1) entity_id packint(1) force string msg
dbserver finds the mapserver for entity_id. If there is one, it sends DBSERVER_RELAY_CMD there with msg as the body. If there is no mapserver, and force is set to 1, then the message is queued for relaying when the entity is available, and dbserver begins attempting to load the entity into a mapserver.
AUCTION_SVR_THROTTLE_ON (10)
This message has no parameters, and dbserver sends no response. It enables throttling, which prevents some (???) messages from being sent to the AuctionServer.
AUCTION_SVR_THROTTLE_OFF (11)
This message has no parameters, and dbserver sends no response. It disables throttling.
AUCTION_SVR_ACCOUNT_SHARDXFER (12)
OrderId order_id autobits dbid
dbid is interpreted as an Ent id. dbserver will offline (???) and delete (???) the player, and then send AccountServer an ACCOUNT_CLIENT_SHARDXFER with:
OrderId order_id autobits SHARDXFER_FULFILL_COMMIT_SRC
beacon
This service is used for the beacon servers and clients to connect to dbserver. It consists of two network ports, one for clients and one for servers.
All messages on the beacon client port are ignored.
Only one message is handled on the beacon server port. It is:
BEACON2DB_BEACONSERVER_STATUS
packint(1) version packint(1) longest_wait
version is ignored. When dbserver receives this packet, it records longest_wait and the time when this message was received.
This information is not used for any purpose other than relaying to ServerMonitor.
client
This service is used for the game client to communicate with dbserver.
It is documented on Client-to-dbserver
db
This service is used to communicate with MapServer and RaidServer.
It is documented on Dbserver-to-mapserver
launcher
This service is used for launchers to connect to dbserver and receive instructions on what processes to start. It forms a primitive job scheduler, attempting to start processes on launchers which have spare capacity.
LAUNCHERQUERY_STARTPROCESS
LAUNCHERQUERY_GAMEVERSION
LAUNCHERQUERY_CONTROL
LAUNCHERANSWER_PROCESSES
LAUNCHERANSWER_LOCALONLY
LAUNCHERANSWER_GAMEVERSION
LAUNCHERANSWER_PROCESS_CLOSED
LAUNCHERANSWER_PROCESS_CRASHED
log
LOGCLIENT_LOG
LOGCLIENT_LOGBUG
LOGCLIENT_SAVELISTS
LOGCLIENT_SHARDCHAT
LOGCLIENT_ZEROMQ_SET_CONNECT_STATE
LOGCLIENT_ZEROMQ_GET_STATUS
mission
This service is used for the MissionServer to connect to dbserver. Only one MissionServer is allowed to connect.
MISSION_SERVER_MESSAGEENTITY
MISSION_SERVER_SEARCHPAGE
MISSION_SERVER_ARCINFO
MISSION_SERVER_ARCDATA
MISSION_SERVER_SENDPETITION
MISSION_SERVER_COMMENT
MISSION_SERVER_INVENTORY
MISSION_SERVER_CLAIM_TICKETS
MISSION_SERVER_ITEM_BOUGHT
MISSION_SERVER_OVERFLOW_GRANTED
MISSION_SERVER_ALLARCS
MISSION_SERVER_BANSTATUS
MISSION_SERVER_ARCDATA_OTHERUSER
queue
This service is used for the QueueServer to connect to dbserver. Only one connection is allowed.
The use of the QueueServer is optional. When it is used, game clients connect to QueueServer instead of dbserver, and QueueServer proxies all the usual Client-to-dbserver messages.
Proxied messages for clients, sent from dbserver to QueueServer, will be prefixed with these fields to identify the client they are for:
string client_name autobits link_id
Proxies messages from clients, send from QueueServer to dbserver, will be sent in QUEUECLIENT_CLIENTCOMMAND messages.
QUEUESERVER_SVR_CONNECT
QUEUESERVER_SVR_ERROR
QUEUESERVER_SVR_ENQUEUESTATUS
QUEUESERVER_SVR_UPDATE
QUEUESERVER_SVR_REMOVECLIENT
QUEUESERVER_SVR_SET_LOG_LEVELS
QUEUESERVER_SVR_TEST_LOG_LEVELS
QUEUECLIENT_CONNECT
QUEUECLIENT_UPDATE_REQUEST
QUEUECLIENT_CLIENTCOMMAND
QUEUECLIENT_CLIENTPLAY
QUEUECLIENT_REMOVECLIENT
stat
This service is used for StatServer to connect. It is used to identify the StatServer in order to send messages to it. It supports the same messages as the db service, and is not otherwise different.
svrmon
This service is used for ServerMonitor to connect to dbserver. Many ServerMonitors can connect to the service simultaneously.
Unusually, this service reuses command numbers for requests and responses, instead of having two distinct namespaces for messages in each direction.
DBSVRMON_REQUEST
DBSVRMON_REQUESTDIFF
DBSVRMON_LAUNCHERS
DBSVRMON_MAPSERVERS
DBSVRMON_CRASHEDMAPSERVERS
DBSVRMON_PLAYERS
DBSVRMON_RELAYMESSAGE
DBSVRMON_REQUESTVERSION
DBSVRMON_REQUEST_PLAYERS
DBSVRMON_CONNECT
DBSVRMON_DBSTATS
DBSVRMON_SERVERAPPS
DBSVRMON_LOGSERVERSTATS
turnstile
This service is used for the TurnstileServer to connect to dbserver. It assumes that only one TurnstileServer will connect at a time, but does not enforce this; the most recently registered one will receive messages intended for TurnstileServer.