Interface IWorldServerService
- Namespace
- FishMMO.Database.Npgsql.Services.Interfaces
- Assembly
- FishMMO-DB.dll
Service interface for world server registration and management operations. Provides async methods for server registration, heartbeat updates, and retrieval.
public interface IWorldServerService : IFetchByKeyAction<long, WorldServerData>
- Inherited Members
Remarks
Execution Strategy: All write operations (PersistAsync, PulseAsync, DeleteAsync) use execution strategy wrappers to handle transient database failures with automatic retry. FromSqlRaw and ExecuteSqlRawAsync calls do not automatically retry without manual wrapping.
Read Operations: Read operations use LINQ queries and are executed via BaseService execution wrappers for consistent exception mapping. Explicit transactions are used only when a write requires multiple database statements.
Error Handling: All database operations return DatabaseResult or DatabaseResult<T> with structured error codes (e.g., STALE_STATE, NOT_FOUND, UNIQUE_VIOLATION, DATABASE_ERROR) for comprehensive, safe error handling.
Methods
DeleteAsync(long, CancellationToken)
Task<DatabaseResult> DeleteAsync(long serverId, CancellationToken cancellationToken = default)
Parameters
serverIdlongcancellationTokenCancellationToken
Returns
FetchActiveAsync(float, CancellationToken)
Fetches active world servers that have pulsed within the timeout window. Filters servers by last_pulse timestamp to return only servers that are currently online.
Task<DatabaseResult<List<WorldServerData>>> FetchActiveAsync(float idleTimeoutSeconds = 60, CancellationToken cancellationToken = default)
Parameters
idleTimeoutSecondsfloatIdle timeout in seconds before server considered inactive (default 60).
cancellationTokenCancellationTokenCancellation token for async operation.
Returns
- Task<DatabaseResult<List<WorldServerData>>>
DatabaseResult containing List of active WorldServerData ordered by name; empty list if no active servers.
Remarks
Operation: LINQ query filtering by last_pulse >= (UtcNow - timeout), ordered by name.
Execution Strategy: BaseService handles retries and centralized exception mapping; explicit transactions are used only when a write requires multiple database statements.
FetchControlStateAsync(long, CancellationToken)
Reads a world server's lock and shutdown state without writing a pulse.
Task<DatabaseResult<ServerControlState>> FetchControlStateAsync(long serverId, CancellationToken cancellationToken = default)
Parameters
serverIdlongWorld server row to read.
cancellationTokenCancellationTokenCancellation token.
Returns
- Task<DatabaseResult<ServerControlState>>
The control state, or NotFound when the row is gone.
Remarks
For scene servers, which host scenes on behalf of a world but do not pulse its row. A world-wide shutdown has to reach them so they can warn their players and clear the world's characters out on the same deadline.
PersistAsync(string, string, ushort, int, bool, CancellationToken)
Persists a world server registration (insert or update). Uses an insert-first approach and falls back to update on unique constraint conflicts.
Task<DatabaseResult<(long ServerId, WorldServerData ServerData)>> PersistAsync(string name, string address, ushort port, int characterCount, bool locked, CancellationToken cancellationToken = default)
Parameters
namestringServer name (unique identifier for conflict resolution).
addressstringServer IP address or hostname.
portushortServer port number.
characterCountintCurrent character count on server.
lockedboolWhether server is locked from accepting new connections.
cancellationTokenCancellationTokenCancellation token for async operation.
Returns
- Task<DatabaseResult<(long ServerId, WorldServerData ServerData)>>
DatabaseResult containing tuple (ServerId, ServerData) if successful.
Remarks
Operation: Attempts INSERT; on unique violation, loads the existing row and updates it.
Returns: The returned ServerId is populated after SaveChanges completes inside the BaseService execution wrapper.
Returns: Failure if name/address empty or operation fails; Success with (ServerId, ServerData) on success.
PulseAsync(long, int, CancellationToken)
Task<DatabaseResult<ServerControlState>> PulseAsync(long serverId, int characterCount, CancellationToken cancellationToken = default)
Parameters
serverIdlongcharacterCountintcancellationTokenCancellationToken
Returns
SetLockedAsync(long, bool, CancellationToken)
Opens or closes this world server to new connections.
Task<DatabaseResult> SetLockedAsync(long serverId, bool locked, CancellationToken cancellationToken = default)
Parameters
serverIdlongWorld server row to update.
lockedboolTrue to close it to new arrivals.
cancellationTokenCancellationTokenCancellation token.
Returns
- Task<DatabaseResult>
Success, or NotFound when the row is gone.
Remarks
The row is the authority; the server adopts it on its next pulse. Locking drains rather than evicts — see Locked.
SetShutdownAsync(long, DateTime?, CancellationToken)
Schedules or cancels this world server's shutdown.
Task<DatabaseResult> SetShutdownAsync(long serverId, DateTime? shutdownAtUtc, CancellationToken cancellationToken = default)
Parameters
serverIdlongWorld server row to update.
shutdownAtUtcDateTime?Absolute UTC stop time, or
nullto cancel.cancellationTokenCancellationTokenCancellation token.
Returns
- Task<DatabaseResult>
Success, or NotFound when the row is gone.
Remarks
Scheduling also locks the server, in the same statement. Cancelling does not unlock it: halting a shutdown and reopening to players are separate decisions.