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@@ -0,0 +1,84 @@
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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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@@ -123,6 +123,7 @@ public enum DevCmdManager {
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DevCmdManager.registerDevCmd(new ShowOffsetCmd());
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DevCmdManager.registerDevCmd(new ShowOffsetCmd());
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DevCmdManager.registerDevCmd(new RealmInfoCmd());
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DevCmdManager.registerDevCmd(new RealmInfoCmd());
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DevCmdManager.registerDevCmd(new RebootCmd());
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DevCmdManager.registerDevCmd(new RebootCmd());
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DevCmdManager.registerDevCmd(new ShutdownCmd());
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DevCmdManager.registerDevCmd(new SetMineTypeCmd());
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DevCmdManager.registerDevCmd(new SetMineTypeCmd());
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DevCmdManager.registerDevCmd(new SetMineExpansion());
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DevCmdManager.registerDevCmd(new SetMineExpansion());
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DevCmdManager.registerDevCmd(new SetForceRenameCityCmd());
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DevCmdManager.registerDevCmd(new SetForceRenameCityCmd());
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@@ -0,0 +1,202 @@
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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.gameManager;
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import engine.objects.PlayerCharacter;
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import engine.util.ThreadUtils;
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import org.pmw.tinylog.Logger;
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import java.util.ArrayList;
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import java.util.concurrent.atomic.AtomicBoolean;
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/**
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* Graceful shutdown support.
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*
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* The stock devops scripts stop the game with SIGKILL (mbkill.sh runs
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* 'kill -9'), which throws away everything still parked in a character's
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* deferred database job: experience is written five minutes after it is
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* earned and stats/skills thirty seconds after they change
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* (see {@link engine.jobs.DatabaseUpdateJob}). This class adds the missing
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* write-out:
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*
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* <ul>
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* <li>{@link #flushAllPlayers()} writes every online character's pending state
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* (skills/powers, stat modifiers, experience) immediately.</li>
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* <li>{@link #registerShutdownHook(String)} makes an orderly SIGTERM flush
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* before the JVM exits. SIGKILL cannot be intercepted by design, so it is
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* still the operator's job to log the players out first, or to use
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* {@link #gracefulStop(int)}.</li>
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* <li>{@link #gracefulStop(int)} announces a countdown to the players, flushes
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* them and then stops the login and world servers.</li>
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* </ul>
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*/
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public class GracefulShutdown {
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private static final AtomicBoolean flushing = new AtomicBoolean(false);
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private static final AtomicBoolean stopping = new AtomicBoolean(false);
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// Countdown marks, in seconds remaining, that are announced to the players.
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private static final int[] ANNOUNCE_MARKS = {300, 180, 120, 60, 30, 10, 5, 3, 1};
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/**
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* Write every online character's deferred state to the database now.
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* Idempotent and safe to call from a shutdown hook or repeatedly.
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*
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* @return the number of characters that were written successfully
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*/
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public static int flushAllPlayers() {
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if (flushing.compareAndSet(false, true) == false) {
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Logger.warn("GracefulShutdown: a flush is already in progress, skipping");
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return 0;
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}
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int saved = 0;
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int failed = 0;
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try {
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ArrayList<PlayerCharacter> online = new ArrayList<>(SessionManager.getAllActivePlayerCharacters());
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Logger.info("GracefulShutdown: flushing " + online.size() + " online character(s)");
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for (PlayerCharacter pc : online) {
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if (pc == null)
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continue;
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try {
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pc.updateSkillsAndPowersToDatabase();
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DbManager.PlayerCharacterQueries.UPDATE_CHARACTER_STATS(pc);
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DbManager.PlayerCharacterQueries.UPDATE_CHARACTER_EXPERIENCE(pc);
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saved++;
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Logger.info("GracefulShutdown: saved " + pc.getCombinedName() + " (" + pc.getObjectUUID() + ')');
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} catch (Exception e) {
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failed++;
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Logger.error("GracefulShutdown: could not save character " + pc.getObjectUUID() + ": " + e);
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}
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}
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Logger.info("GracefulShutdown: flush finished, saved=" + saved + " failed=" + failed);
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System.out.println("GracefulShutdown: flush finished, saved=" + saved + " failed=" + failed);
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} catch (Exception e) {
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Logger.error("GracefulShutdown: flush aborted: " + e);
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} finally {
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flushing.set(false);
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}
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return saved;
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}
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/**
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* Broadcast a system-wide flash message to every player.
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*
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* @param text - message to display
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*/
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public static void announce(String text) {
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if (text == null || text.isEmpty())
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return;
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try {
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ChatManager.chatSystemFlash(text);
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Logger.info("GracefulShutdown: announced '" + text + '\'');
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} catch (Exception e) {
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Logger.error("GracefulShutdown: unable to announce: " + e);
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}
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}
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/**
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* Register the JVM shutdown hook used by an orderly SIGTERM
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* (kill -TERM on the process, i.e. the signal the servers currently never
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* receive). The hook flushes every online character before the JVM exits.
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*
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* @param serverName - name used in the log lines
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*/
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public static void registerShutdownHook(final String serverName) {
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try {
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Runtime.getRuntime().addShutdownHook(new Thread(new Runnable() {
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@Override
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||||||
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public void run() {
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Logger.info("GracefulShutdown: " + serverName + " is terminating, flushing player data");
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System.out.println("GracefulShutdown: " + serverName + " is terminating, flushing player data");
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flushAllPlayers();
|
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Logger.info("GracefulShutdown: " + serverName + " shutdown hook finished");
|
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System.out.println("GracefulShutdown: " + serverName + " shutdown hook finished");
|
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}
|
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|
}, "gracefulShutdownHook"));
|
||||||
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|
||||||
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Logger.info("GracefulShutdown: shutdown hook registered for " + serverName);
|
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System.out.println("GracefulShutdown: shutdown hook registered for " + serverName);
|
||||||
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|
||||||
|
} catch (Exception e) {
|
||||||
|
Logger.error("GracefulShutdown: unable to register shutdown hook: " + e);
|
||||||
|
}
|
||||||
|
}
|
||||||
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|
||||||
|
/**
|
||||||
|
* Announce a countdown, flush every online character and then stop the
|
||||||
|
* login and world servers. Only the first call has any effect.
|
||||||
|
*
|
||||||
|
* @param delaySeconds - seconds to wait before saving and stopping
|
||||||
|
* (0 stops immediately)
|
||||||
|
*/
|
||||||
|
public static void gracefulStop(final int delaySeconds) {
|
||||||
|
|
||||||
|
if (stopping.compareAndSet(false, true) == false) {
|
||||||
|
Logger.warn("GracefulShutdown: a shutdown is already in progress");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int remaining = Math.max(0, delaySeconds);
|
||||||
|
|
||||||
|
announce("Server is shutting down in " + remaining + " seconds. Please log out to save your character.");
|
||||||
|
|
||||||
|
while (remaining > 0) {
|
||||||
|
|
||||||
|
ThreadUtils.sleep(1000);
|
||||||
|
remaining--;
|
||||||
|
|
||||||
|
for (int mark : ANNOUNCE_MARKS)
|
||||||
|
if (mark == remaining)
|
||||||
|
announce("Server is shutting down in " + remaining + " second(s).");
|
||||||
|
}
|
||||||
|
|
||||||
|
announce("Server is shutting down now. Saving all characters...");
|
||||||
|
|
||||||
|
flushAllPlayers();
|
||||||
|
|
||||||
|
stopServers();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Stop the login and world server processes the same way the devops
|
||||||
|
* scripts do. Called only after every character has been written out.
|
||||||
|
*/
|
||||||
|
private static void stopServers() {
|
||||||
|
|
||||||
|
try {
|
||||||
|
Logger.info("GracefulShutdown: stopping the login and world servers");
|
||||||
|
System.out.println("GracefulShutdown: player data saved, stopping the login and world servers");
|
||||||
|
Runtime.getRuntime().exec("./mbkill.sh");
|
||||||
|
} catch (Exception e) {
|
||||||
|
Logger.error("GracefulShutdown: unable to run mbkill.sh: " + e);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Give the script a moment to stop the login server before this JVM disappears.
|
||||||
|
|
||||||
|
ThreadUtils.sleep(2000);
|
||||||
|
|
||||||
|
System.exit(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -14,6 +14,21 @@ public class MobAIThread implements Runnable{
|
|||||||
public static int AI_PULSE_MOB_THRESHOLD = 200;
|
public static int AI_PULSE_MOB_THRESHOLD = 200;
|
||||||
public static int AI_PATROL_DIVISOR = 15;
|
public static int AI_PATROL_DIVISOR = 15;
|
||||||
public static float AI_CAST_FREQUENCY;
|
public static float AI_CAST_FREQUENCY;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Fixed-rate pacing for one full AI pass, in milliseconds (default 10 passes
|
||||||
|
* per second).
|
||||||
|
*
|
||||||
|
* The pass used to run with no delay whatsoever - `while (true)` straight into
|
||||||
|
* a sweep of every zone and every mob - which pinned one core for the entire
|
||||||
|
* lifetime of the world server (~100% of a core even in an empty world, two
|
||||||
|
* cores together with MobRespawnThread). Individual actions inside
|
||||||
|
* MobAI.DetermineAction are already gated by timestamps (lastAttackTime,
|
||||||
|
* nextCastTime, patrol delays), so running the sweep at a fixed rate removes
|
||||||
|
* the busy spin without changing behaviour. Raise this value to trade AI
|
||||||
|
* reaction time for CPU.
|
||||||
|
*/
|
||||||
|
public static int AI_TICK_INTERVAL_MS = 100;
|
||||||
// Thread constructor
|
// Thread constructor
|
||||||
|
|
||||||
public MobAIThread() {
|
public MobAIThread() {
|
||||||
@@ -27,6 +42,9 @@ public class MobAIThread implements Runnable{
|
|||||||
AI_CAST_FREQUENCY = Float.parseFloat(ConfigManager.MB_AI_CAST_FREQUENCY.getValue());
|
AI_CAST_FREQUENCY = Float.parseFloat(ConfigManager.MB_AI_CAST_FREQUENCY.getValue());
|
||||||
AI_BASE_AGGRO_RANGE = (int)(60 * Float.parseFloat(ConfigManager.MB_AI_AGGRO_RANGE.getValue()));
|
AI_BASE_AGGRO_RANGE = (int)(60 * Float.parseFloat(ConfigManager.MB_AI_AGGRO_RANGE.getValue()));
|
||||||
while (true) {
|
while (true) {
|
||||||
|
|
||||||
|
long tickStart = System.currentTimeMillis();
|
||||||
|
|
||||||
for (Zone zone : ZoneManager.getAllZones()) {
|
for (Zone zone : ZoneManager.getAllZones()) {
|
||||||
|
|
||||||
for (Mob mob : zone.zoneMobSet) {
|
for (Mob mob : zone.zoneMobSet) {
|
||||||
@@ -40,6 +58,16 @@ public class MobAIThread implements Runnable{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
long sleep = AI_TICK_INTERVAL_MS - (System.currentTimeMillis() - tickStart);
|
||||||
|
|
||||||
|
if (sleep > 0) {
|
||||||
|
try {
|
||||||
|
Thread.sleep(sleep);
|
||||||
|
} catch (InterruptedException ie) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public static void startAIThread() {
|
public static void startAIThread() {
|
||||||
|
|||||||
@@ -25,6 +25,13 @@ import org.pmw.tinylog.Logger;
|
|||||||
|
|
||||||
public class MobRespawnThread implements Runnable {
|
public class MobRespawnThread implements Runnable {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Fixed-rate pacing for one respawn sweep, in milliseconds. The sweep used to
|
||||||
|
* run with no delay at all, pinning a core for the lifetime of the world server
|
||||||
|
* (the 100 ms check below only throttles how often a mob may actually respawn,
|
||||||
|
* it never paused the loop). Keep this at or below the 100 ms respawn throttle.
|
||||||
|
*/
|
||||||
|
public static int RESPAWN_TICK_INTERVAL_MS = 100;
|
||||||
|
|
||||||
public MobRespawnThread() {
|
public MobRespawnThread() {
|
||||||
Logger.info(" MobRespawnThread thread has started!");
|
Logger.info(" MobRespawnThread thread has started!");
|
||||||
@@ -36,6 +43,8 @@ public class MobRespawnThread implements Runnable {
|
|||||||
|
|
||||||
while (true) {
|
while (true) {
|
||||||
|
|
||||||
|
long tickStart = System.currentTimeMillis();
|
||||||
|
|
||||||
try {
|
try {
|
||||||
for (Zone zone : ZoneManager.getAllZones()) {
|
for (Zone zone : ZoneManager.getAllZones()) {
|
||||||
|
|
||||||
@@ -55,6 +64,15 @@ public class MobRespawnThread implements Runnable {
|
|||||||
Logger.error(e);
|
Logger.error(e);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
long sleep = RESPAWN_TICK_INTERVAL_MS - (System.currentTimeMillis() - tickStart);
|
||||||
|
|
||||||
|
if (sleep > 0) {
|
||||||
|
try {
|
||||||
|
Thread.sleep(sleep);
|
||||||
|
} catch (InterruptedException ie) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public static void startRespawnThread() {
|
public static void startRespawnThread() {
|
||||||
|
|||||||
@@ -96,6 +96,11 @@ public class LoginServer {
|
|||||||
// Start the Login Server
|
// Start the Login Server
|
||||||
|
|
||||||
loginServer.init();
|
loginServer.init();
|
||||||
|
|
||||||
|
// flush any cached character state on an orderly termination
|
||||||
|
// (the login server holds no players, so this normally logs 0).
|
||||||
|
|
||||||
|
GracefulShutdown.registerShutdownHook("LoginServer");
|
||||||
loginServer.exec();
|
loginServer.exec();
|
||||||
|
|
||||||
exit(0);
|
exit(0);
|
||||||
@@ -145,29 +150,42 @@ public class LoginServer {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns true when something is already listening on the given TCP port.
|
||||||
|
*
|
||||||
|
* This used to shell out to `lsof -i tcp:<port>` through /bin/bash and read the
|
||||||
|
* child's output until EOF. With no timeout and no waitFor() a child that blocks
|
||||||
|
* is fatal: lsof has been observed stuck in uninterruptible I/O (D state) while
|
||||||
|
* scanning the busy world server inside the container, which left the login
|
||||||
|
* server permanently inside its startup path. LoginServer.exec() never returned
|
||||||
|
* from checkServerHealth(), the accept loop never started, and clients could open
|
||||||
|
* a TCP connection to the port and then wait forever for the 100 byte DH
|
||||||
|
* handshake - surfacing as "Failed to open a server connection" after the
|
||||||
|
* client's own timeout.
|
||||||
|
*
|
||||||
|
* A bind probe is equivalent for this purpose, needs no external tool and cannot
|
||||||
|
* hang. SO_REUSEADDR does not allow stealing a port that is actively listening,
|
||||||
|
* so a successful bind still means the port is free.
|
||||||
|
*/
|
||||||
public static boolean isPortInUse(int port) {
|
public static boolean isPortInUse(int port) {
|
||||||
|
|
||||||
ProcessBuilder builder = new ProcessBuilder("/bin/bash", "-c", "lsof -i tcp:" + port + " | tail -n +2 | awk '{print $2}'");
|
java.net.ServerSocket probe = null;
|
||||||
builder.redirectErrorStream(true);
|
|
||||||
Process process = null;
|
|
||||||
String line = null;
|
|
||||||
boolean portInUse = false;
|
|
||||||
|
|
||||||
try {
|
try {
|
||||||
process = builder.start();
|
probe = new java.net.ServerSocket();
|
||||||
|
probe.setReuseAddress(true);
|
||||||
InputStream is = process.getInputStream();
|
probe.bind(new java.net.InetSocketAddress(port));
|
||||||
BufferedReader reader = new BufferedReader(new InputStreamReader(is));
|
return false;
|
||||||
|
|
||||||
while ((line = reader.readLine()) != null) {
|
|
||||||
portInUse = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
} catch (IOException e) {
|
} catch (IOException e) {
|
||||||
e.printStackTrace();
|
return true;
|
||||||
|
} finally {
|
||||||
|
if (probe != null)
|
||||||
|
try {
|
||||||
|
probe.close();
|
||||||
|
} catch (IOException e) {
|
||||||
|
// the bind result is what matters; closing cannot change it
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return portInUse;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void exec() {
|
private void exec() {
|
||||||
|
|||||||
@@ -109,6 +109,11 @@ public class WorldServer {
|
|||||||
|
|
||||||
worldServer.init();
|
worldServer.init();
|
||||||
|
|
||||||
|
// flush every online character if the JVM is asked to terminate
|
||||||
|
// in an orderly way (kill -TERM); SIGKILL cannot be intercepted.
|
||||||
|
|
||||||
|
GracefulShutdown.registerShutdownHook("WorldServer");
|
||||||
|
|
||||||
int retVal = worldServer.exec();
|
int retVal = worldServer.exec();
|
||||||
|
|
||||||
if (retVal != 0)
|
if (retVal != 0)
|
||||||
|
|||||||
Reference in New Issue
Block a user