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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@@ -123,6 +123,7 @@ public enum DevCmdManager {
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DevCmdManager.registerDevCmd(new ShowOffsetCmd());
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DevCmdManager.registerDevCmd(new RealmInfoCmd());
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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 SetMineExpansion());
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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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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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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) {
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Logger.error("GracefulShutdown: unable to register shutdown hook: " + e);
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}
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}
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/**
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* Announce a countdown, flush every online character and then stop the
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* login and world servers. Only the first call has any effect.
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*
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* @param delaySeconds - seconds to wait before saving and stopping
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* (0 stops immediately)
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*/
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public static void gracefulStop(final int delaySeconds) {
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if (stopping.compareAndSet(false, true) == false) {
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Logger.warn("GracefulShutdown: a shutdown is already in progress");
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return;
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}
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int remaining = Math.max(0, delaySeconds);
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announce("Server is shutting down in " + remaining + " seconds. Please log out to save your character.");
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while (remaining > 0) {
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ThreadUtils.sleep(1000);
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remaining--;
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for (int mark : ANNOUNCE_MARKS)
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if (mark == remaining)
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announce("Server is shutting down in " + remaining + " second(s).");
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}
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announce("Server is shutting down now. Saving all characters...");
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flushAllPlayers();
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stopServers();
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}
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/**
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* Stop the login and world server processes the same way the devops
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* scripts do. Called only after every character has been written out.
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*/
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private static void stopServers() {
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try {
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Logger.info("GracefulShutdown: stopping the login and world servers");
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System.out.println("GracefulShutdown: player data saved, stopping the login and world servers");
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Runtime.getRuntime().exec("./mbkill.sh");
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} catch (Exception e) {
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Logger.error("GracefulShutdown: unable to run mbkill.sh: " + e);
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}
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// Give the script a moment to stop the login server before this JVM disappears.
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ThreadUtils.sleep(2000);
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System.exit(0);
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}
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}
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@@ -96,6 +96,11 @@ public class LoginServer {
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// Start the Login Server
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loginServer.init();
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// flush any cached character state on an orderly termination
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// (the login server holds no players, so this normally logs 0).
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GracefulShutdown.registerShutdownHook("LoginServer");
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loginServer.exec();
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exit(0);
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@@ -109,6 +109,11 @@ public class WorldServer {
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worldServer.init();
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// flush every online character if the JVM is asked to terminate
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// in an orderly way (kill -TERM); SIGKILL cannot be intercepted.
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GracefulShutdown.registerShutdownHook("WorldServer");
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int retVal = worldServer.exec();
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if (retVal != 0)
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Reference in new issue
Block a user