LoginServer.exec() -> checkServerHealth() -> isPortInUse() shelled out to
`lsof -i tcp:<port>` through /bin/bash and read the child's stdout until EOF.
There is no timeout and no waitFor(), so a child that blocks is fatal: in the
container lsof was observed stuck in uninterruptible I/O (D state) while it was
scanning the busy world server. The login server then never returned from its
startup path, the accept loop never started, and clients could open a TCP
connection to 6000 and wait forever for the 100 byte DH handshake, surfacing as
"Failed to open a server connection" after the client's own timeout. A container
restart was the only way out.
Replace the external probe with a bind probe: it cannot hang, needs no external
tool, and SO_REUSEADDR still does not allow stealing a port that is actively
listening, so a successful bind keeps meaning "free".
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.