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Merge pull request #276 from cuzitsjonny/main
ChatServer respawn after crash
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@@ -73,6 +73,7 @@ namespace Game {
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}
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bool chatDisabled = false;
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bool chatConnected = false;
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bool worldShutdownSequenceStarted = false;
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bool worldShutdownSequenceComplete = false;
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void WorldShutdownSequence();
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@@ -212,6 +213,7 @@ int main(int argc, char** argv) {
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Packet* packet = nullptr;
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int framesSinceLastFlush = 0;
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int framesSinceMasterDisconnect = 0;
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int framesSinceChatDisconnect = 0;
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int framesSinceLastUsersSave = 0;
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int framesSinceLastSQLPing = 0;
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int framesSinceLastUser = 0;
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@@ -319,6 +321,19 @@ int main(int argc, char** argv) {
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}
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else framesSinceMasterDisconnect = 0;
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// Check if we're still connected to chat:
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if (!chatConnected) {
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framesSinceChatDisconnect++;
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// Attempt to reconnect every 30 seconds.
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if (framesSinceChatDisconnect >= 2000) {
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framesSinceChatDisconnect = 0;
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Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
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}
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}
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else framesSinceChatDisconnect = 0;
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//In world we'd update our other systems here.
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if (zoneID != 0 && deltaTime > 0.0f) {
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@@ -559,11 +574,15 @@ dLogger * SetupLogger(int zoneID, int instanceID) {
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void HandlePacketChat(Packet* packet) {
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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Game::logger->Log("WorldServer", "Lost our connection to chat.\n");
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chatConnected = false;
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}
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if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) {
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Game::logger->Log("WorldServer", "Established connection to chat\n");
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Game::chatSysAddr = packet->systemAddress;
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chatConnected = true;
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}
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if (packet->data[0] == ID_USER_PACKET_ENUM) {
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