graceful shutdown: ./shutdown flushes players, then stops the servers
The stock scripts stop the game with SIGKILL (mbkill.sh runs kill -9) and
'./reboot' only calls mbrestart.sh, so anything still parked in a character's
deferred database job is thrown away: experience is written five minutes after
it is earned and stats/skills thirty seconds after they change
(engine.jobs.DatabaseUpdateJob). PlayerCharacter.updateDatabase() is an empty
stub, so there was no write-out path at all.
Added engine.gameManager.GracefulShutdown:
flushAllPlayers() - writes skills/powers, stat modifiers and experience
for every online character
announce(String) - server wide flash message
registerShutdownHook() - flush on an orderly SIGTERM (SIGKILL cannot be
intercepted by design)
gracefulStop(int) - countdown, flush, then stop the login and world
servers
Added the './shutdown [seconds]' dev command (engine.devcmd.cmds.ShutdownCmd,
default 60s, ADMIN only like every other dev command), registered together with
the shutdown hook in WorldServer.main and LoginServer.main.
Verified on a MagicBox container: ant builds clean, the boot log shows
"shutdown hook registered for WorldServer"/"LoginServer", and kill -TERM on the
world server logs "WorldServer is terminating, flushing player data" ->
"flush finished, saved=0 failed=0" -> clean exit.
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.devcmd.cmds;
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import engine.devcmd.AbstractDevCmd;
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import engine.gameManager.GracefulShutdown;
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import engine.objects.AbstractGameObject;
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import engine.objects.PlayerCharacter;
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/**
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* Devcmd: graceful shutdown.
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*
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* Announces a countdown to every player, writes all online characters to the
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* database (skills/powers, stat modifiers, experience) and then stops the
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* login and world servers. Unlike './reboot' - which simply runs mbrestart.sh
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* and therefore kills the JVMs with SIGKILL - nothing still parked in a
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* deferred database job is lost.
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*
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* Usage: ./shutdown [seconds] (default 60, maximum 3600)
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*/
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public class ShutdownCmd extends AbstractDevCmd {
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private static final int DEFAULT_DELAY_SECONDS = 60;
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private static final int MAX_DELAY_SECONDS = 3600;
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public ShutdownCmd() {
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super("shutdown");
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}
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@Override
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protected void _doCmd(PlayerCharacter pcSender, String[] args, AbstractGameObject target) {
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int delay = DEFAULT_DELAY_SECONDS;
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if (args.length > 0 && args[0].isEmpty() == false) {
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try {
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delay = Integer.parseInt(args[0].trim());
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} catch (NumberFormatException e) {
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this.sendUsage(pcSender);
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return;
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}
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}
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if (delay < 0)
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delay = 0;
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if (delay > MAX_DELAY_SECONDS)
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delay = MAX_DELAY_SECONDS;
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throwbackInfo(pcSender, "Graceful shutdown started: player data will be saved in " + delay + " second(s).");
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final int delaySeconds = delay;
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// The countdown sleeps, so run it off the message handling thread.
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Thread shutdownThread = new Thread(new Runnable() {
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@Override
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public void run() {
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GracefulShutdown.gracefulStop(delaySeconds);
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}
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}, "gracefulShutdown");
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shutdownThread.setDaemon(false);
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shutdownThread.start();
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}
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@Override
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protected String _getHelpString() {
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return "Gracefully shuts the server down: warns the players, saves every online character, then stops the servers";
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}
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@Override
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protected String _getUsageString() {
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return "' /shutdown [seconds]'";
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}
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}
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