mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-08 17:28:20 +00:00
fix: signal handling (#1375)
* fix: signal handling * fix: flush WorldServer logger before main loop * fix: consolidate signal code
This commit is contained in:
parent
18feea5fed
commit
85672e060a
@ -1,6 +1,7 @@
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#include <iostream>
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#include <string>
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#include <ctime>
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#include <csignal>
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#include <chrono>
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#include <thread>
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@ -28,7 +29,7 @@ namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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dConfig* config = nullptr;
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bool shouldShutdown = false;
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Game::signal_t lastSignal = 0;
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std::mt19937 randomEngine;
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}
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@ -42,6 +43,9 @@ int main(int argc, char** argv) {
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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if (!Game::logger) return EXIT_FAILURE;
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@ -74,6 +78,7 @@ int main(int argc, char** argv) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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LOG("Master is at %s:%d", masterIP.c_str(), masterPort);
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Game::randomEngine = std::mt19937(time(0));
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@ -83,7 +88,7 @@ int main(int argc, char** argv) {
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::shouldShutdown);
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::lastSignal);
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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@ -96,13 +101,16 @@ int main(int argc, char** argv) {
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AuthPackets::LoadClaimCodes();
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while (!Game::shouldShutdown) {
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= authFramerate)
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if (framesSinceMasterDisconnect >= authFramerate) {
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LOG("No connection to master!");
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break; //Exit our loop, shut down.
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}
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} else framesSinceMasterDisconnect = 0;
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//In world we'd update our other systems here.
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@ -141,6 +149,7 @@ int main(int argc, char** argv) {
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std::this_thread::sleep_until(t);
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}
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LOG("Exited Main Loop! (signal %d)", Game::lastSignal);
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//Delete our objects here:
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Database::Destroy("AuthServer");
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delete Game::server;
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@ -33,7 +33,7 @@ namespace Game {
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dConfig* config = nullptr;
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dChatFilter* chatFilter = nullptr;
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AssetManager* assetManager = nullptr;
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bool shouldShutdown = false;
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Game::signal_t lastSignal = 0;
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std::mt19937 randomEngine;
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PlayerContainer playerContainer;
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}
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@ -48,6 +48,9 @@ int main(int argc, char** argv) {
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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if (!Game::logger) return EXIT_FAILURE;
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@ -101,7 +104,7 @@ int main(int argc, char** argv) {
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::shouldShutdown);
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::lastSignal);
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
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@ -118,7 +121,8 @@ int main(int argc, char** argv) {
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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while (!Game::shouldShutdown) {
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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@ -5,6 +5,7 @@ set(DCOMMON_SOURCES
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"dConfig.cpp"
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"Diagnostics.cpp"
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"Logger.cpp"
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"Game.cpp"
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"GeneralUtils.cpp"
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"LDFFormat.cpp"
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"MD5.cpp"
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7
dCommon/Game.cpp
Normal file
7
dCommon/Game.cpp
Normal file
@ -0,0 +1,7 @@
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#include "Game.h"
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namespace Game {
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void OnSignal(int signal) {
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lastSignal = signal;
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}
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}
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@ -2,6 +2,7 @@
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#include <string>
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#include <random>
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#include <csignal>
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class dServer;
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class Logger;
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@ -16,6 +17,7 @@ class dZoneManager;
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class PlayerContainer;
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namespace Game {
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using signal_t = volatile std::sig_atomic_t;
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extern Logger* logger;
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extern dServer* server;
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extern InstanceManager* im;
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@ -25,9 +27,14 @@ namespace Game {
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extern RakPeerInterface* chatServer;
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extern AssetManager* assetManager;
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extern SystemAddress chatSysAddr;
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extern bool shouldShutdown;
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extern signal_t lastSignal;
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extern EntityManager* entityManager;
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extern dZoneManager* zoneManager;
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extern PlayerContainer playerContainer;
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extern std::string projectVersion;
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inline bool ShouldShutdown() {
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return lastSignal != 0;
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}
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void OnSignal(int signal);
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}
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@ -6,6 +6,8 @@
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#include <stdarg.h>
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Writer::~Writer() {
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// Flush before we close
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Flush();
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// Dont try to close stdcout...
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if (!m_Outfile || m_IsConsoleWriter) return;
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@ -134,7 +134,7 @@ void InstanceManager::RemoveInstance(Instance* instance) {
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if (m_Instances[i] == instance) {
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instance->SetShutdownComplete(true);
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if (!Game::shouldShutdown) RedirectPendingRequests(instance);
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if (!Game::ShouldShutdown()) RedirectPendingRequests(instance);
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delete m_Instances[i];
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@ -47,12 +47,13 @@ namespace Game {
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InstanceManager* im = nullptr;
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dConfig* config = nullptr;
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AssetManager* assetManager = nullptr;
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bool shouldShutdown = false;
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Game::signal_t lastSignal = 0;
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bool universeShutdownRequested = false;
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std::mt19937 randomEngine;
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} //namespace Game
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bool shutdownSequenceStarted = false;
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void ShutdownSequence(int32_t signal = -1);
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int ShutdownSequence(int32_t signal = -1);
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int32_t FinalizeShutdown(int32_t signal = -1);
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Logger* SetupLogger();
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void HandlePacket(Packet* packet);
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@ -73,8 +74,8 @@ int main(int argc, char** argv) {
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//Triggers the shutdown sequence at application exit
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std::atexit([]() { ShutdownSequence(); });
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signal(SIGINT, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
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signal(SIGTERM, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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@ -286,7 +287,7 @@ int main(int argc, char** argv) {
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::stoi(Game::config->GetValue("port"));
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::shouldShutdown);
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::lastSignal);
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//Query for the database for a server labeled "master"
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@ -321,7 +322,8 @@ int main(int argc, char** argv) {
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uint32_t framesSinceLastSQLPing = 0;
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uint32_t framesSinceKillUniverseCommand = 0;
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while (true) {
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Game::logger->Flush();
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while (!Game::ShouldShutdown()) {
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//In world we'd update our other systems here.
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//Check for packets here:
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@ -355,10 +357,10 @@ int main(int argc, char** argv) {
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framesSinceLastSQLPing++;
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//10m shutdown for universe kill command
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if (Game::shouldShutdown) {
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if (Game::universeShutdownRequested) {
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if (framesSinceKillUniverseCommand >= shutdownUniverseTime) {
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//Break main loop and exit
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break;
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Game::lastSignal = -1;
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} else
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framesSinceKillUniverseCommand++;
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}
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@ -402,7 +404,7 @@ int main(int argc, char** argv) {
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t += std::chrono::milliseconds(masterFrameDelta);
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std::this_thread::sleep_until(t);
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}
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return FinalizeShutdown(EXIT_SUCCESS);
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return ShutdownSequence(EXIT_SUCCESS);
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}
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Logger* SetupLogger() {
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@ -799,7 +801,7 @@ void HandlePacket(Packet* packet) {
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case eMasterMessageType::SHUTDOWN_UNIVERSE: {
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LOG("Received shutdown universe command, shutting down in 10 minutes.");
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Game::shouldShutdown = true;
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Game::universeShutdownRequested = true;
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break;
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}
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@ -809,9 +811,11 @@ void HandlePacket(Packet* packet) {
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}
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}
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void ShutdownSequence(int32_t signal) {
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int ShutdownSequence(int32_t signal) {
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LOG("Recieved Signal %d", signal);
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if (shutdownSequenceStarted) {
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return;
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LOG("Duplicate Shutdown Sequence");
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return -1;
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}
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if (!Game::im) {
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@ -820,7 +824,7 @@ void ShutdownSequence(int32_t signal) {
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Game::im->SetIsShuttingDown(true);
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shutdownSequenceStarted = true;
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Game::shouldShutdown = true;
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Game::lastSignal = -1;
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{
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CBITSTREAM;
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@ -889,7 +893,7 @@ void ShutdownSequence(int32_t signal) {
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}
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}
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FinalizeShutdown(signal);
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return FinalizeShutdown(signal);
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}
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int32_t FinalizeShutdown(int32_t signal) {
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@ -5,7 +5,7 @@
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#include "BinaryPathFinder.h"
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void StartChatServer() {
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if (Game::shouldShutdown) {
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if (Game::ShouldShutdown()) {
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LOG("Currently shutting down. Chat will not be restarted.");
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return;
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}
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@ -24,7 +24,7 @@ void StartChatServer() {
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}
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void StartAuthServer() {
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if (Game::shouldShutdown) {
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if (Game::ShouldShutdown()) {
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LOG("Currently shutting down. Auth will not be restarted.");
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return;
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}
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@ -55,7 +55,9 @@ void AuthPackets::SendHandshake(dServer* server, const SystemAddress& sysAddr, c
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RakNet::BitStream bitStream;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::SERVER, eServerMessageType::VERSION_CONFIRM);
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uint32_t netVersion;
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if (!GeneralUtils::TryParse(Game::config->GetValue("client_net_version"), netVersion)) {
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const std::string& expectedVersion = Game::config->GetValue("client_net_version");
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LOG("Expected Version: '%s'", expectedVersion.c_str());
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if (!GeneralUtils::TryParse(expectedVersion, netVersion)) {
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LOG("Failed to parse client_net_version. Cannot authenticate to %s:%i", nextServerIP.c_str(), nextServerPort);
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return;
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}
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@ -39,7 +39,7 @@ public:
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}
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} ReceiveDownloadCompleteCB;
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dServer::dServer(const std::string& ip, int port, int instanceID, int maxConnections, bool isInternal, bool useEncryption, Logger* logger, const std::string masterIP, int masterPort, ServerType serverType, dConfig* config, bool* shouldShutdown, unsigned int zoneID) {
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dServer::dServer(const std::string& ip, int port, int instanceID, int maxConnections, bool isInternal, bool useEncryption, Logger* logger, const std::string masterIP, int masterPort, ServerType serverType, dConfig* config, Game::signal_t* lastSignal, unsigned int zoneID) {
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mIP = ip;
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mPort = port;
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mZoneID = zoneID;
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@ -55,7 +55,7 @@ dServer::dServer(const std::string& ip, int port, int instanceID, int maxConnect
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mReplicaManager = nullptr;
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mServerType = serverType;
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mConfig = config;
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mShouldShutdown = shouldShutdown;
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mShouldShutdown = lastSignal;
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//Attempt to start our server here:
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mIsOkay = Startup();
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@ -75,7 +75,9 @@ dServer::dServer(const std::string& ip, int port, int instanceID, int maxConnect
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//Connect to master if we are not master:
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if (serverType != ServerType::Master) {
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SetupForMasterConnection();
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ConnectToMaster();
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if (!ConnectToMaster()) {
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LOG("Failed ConnectToMaster!");
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}
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}
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//Set up Replica if we're a world server:
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@ -129,7 +131,7 @@ Packet* dServer::ReceiveFromMaster() {
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break;
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}
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case eMasterMessageType::SHUTDOWN:
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*mShouldShutdown = true;
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*mShouldShutdown = -2;
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break;
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//When we handle these packets in World instead dServer, we just return the packet's pointer.
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@ -236,10 +238,12 @@ void dServer::Shutdown() {
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void dServer::SetupForMasterConnection() {
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mMasterSocketDescriptor = SocketDescriptor(uint16_t(mPort + 1), 0);
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mMasterPeer = RakNetworkFactory::GetRakPeerInterface();
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mMasterPeer->Startup(1, 30, &mMasterSocketDescriptor, 1);
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bool ret = mMasterPeer->Startup(1, 30, &mMasterSocketDescriptor, 1);
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if (!ret) LOG("Failed MasterPeer Startup!");
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}
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bool dServer::ConnectToMaster() {
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//LOG("Connection to Master %s:%d", mMasterIP.c_str(), mMasterPort);
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return mMasterPeer->Connect(mMasterIP.c_str(), mMasterPort, "3.25 DARKFLAME1", 15);
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include <string>
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#include <csignal>
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#include "RakPeerInterface.h"
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#include "ReplicaManager.h"
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#include "NetworkIDManager.h"
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@ -15,6 +16,10 @@ enum class ServerType : uint32_t {
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World
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};
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namespace Game {
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using signal_t = volatile std::sig_atomic_t;
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}
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class dServer {
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public:
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// Default constructor should only used for testing!
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@ -31,7 +36,7 @@ public:
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int masterPort,
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ServerType serverType,
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dConfig* config,
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bool* shouldShutdown,
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Game::signal_t* shouldShutdown,
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unsigned int zoneID = 0);
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~dServer();
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@ -81,9 +86,9 @@ private:
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NetworkIDManager* mNetIDManager = nullptr;
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/**
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* Whether or not to shut down the server. Pointer to Game::shouldShutdown.
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* Whether or not to shut down the server. Pointer to Game::lastSignal.
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*/
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bool* mShouldShutdown = nullptr;
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Game::signal_t* mShouldShutdown = nullptr;
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SocketDescriptor mSocketDescriptor;
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std::string mIP;
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int mPort;
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@ -88,7 +88,7 @@ namespace Game {
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RakPeerInterface* chatServer = nullptr;
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std::mt19937 randomEngine;
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SystemAddress chatSysAddr;
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bool shouldShutdown = false;
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Game::signal_t lastSignal = 0;
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EntityManager* entityManager = nullptr;
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dZoneManager* zoneManager = nullptr;
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std::string projectVersion = PROJECT_VERSION;
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@ -124,8 +124,8 @@ int main(int argc, char** argv) {
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// Triggers the shutdown sequence at application exit
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std::atexit(WorldShutdownSequence);
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signal(SIGINT, [](int) { WorldShutdownSequence(); });
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signal(SIGTERM, [](int) { WorldShutdownSequence(); });
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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uint32_t zoneID = 1000;
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uint32_t cloneID = 0;
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@ -212,7 +212,7 @@ int main(int argc, char** argv) {
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UserManager::Instance()->Initialize();
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
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Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::shouldShutdown, zoneID);
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Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::lastSignal, zoneID);
|
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|
||||
//Connect to the chat server:
|
||||
uint32_t chatPort = 1501;
|
||||
@ -313,6 +313,8 @@ int main(int argc, char** argv) {
|
||||
uint32_t saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
|
||||
uint32_t sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
|
||||
uint32_t emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
|
||||
|
||||
Game::logger->Flush(); // once immediately before the main loop
|
||||
while (true) {
|
||||
Metrics::StartMeasurement(MetricVariable::Frame);
|
||||
Metrics::StartMeasurement(MetricVariable::GameLoop);
|
||||
@ -363,9 +365,9 @@ int main(int argc, char** argv) {
|
||||
if (!Game::server->GetIsConnectedToMaster()) {
|
||||
framesSinceMasterDisconnect++;
|
||||
|
||||
if (framesSinceMasterDisconnect >= noMasterConnectionTimeout && !Game::shouldShutdown) {
|
||||
if (framesSinceMasterDisconnect >= noMasterConnectionTimeout && !Game::ShouldShutdown()) {
|
||||
LOG("Game loop running but no connection to master for %d frames, shutting down", noMasterConnectionTimeout);
|
||||
Game::shouldShutdown = true;
|
||||
Game::lastSignal = -1;
|
||||
}
|
||||
} else framesSinceMasterDisconnect = 0;
|
||||
|
||||
@ -460,7 +462,7 @@ int main(int argc, char** argv) {
|
||||
|
||||
//If we haven't had any players for a while, time out and shut down:
|
||||
if (framesSinceLastUser >= emptyShutdownTime) {
|
||||
Game::shouldShutdown = true;
|
||||
Game::lastSignal = -1;
|
||||
}
|
||||
} else {
|
||||
framesSinceLastUser = 0;
|
||||
@ -513,7 +515,7 @@ int main(int argc, char** argv) {
|
||||
}
|
||||
}
|
||||
|
||||
if (Game::shouldShutdown && !worldShutdownSequenceComplete) {
|
||||
if (Game::ShouldShutdown() && !worldShutdownSequenceComplete) {
|
||||
WorldShutdownProcess(zoneID);
|
||||
break;
|
||||
}
|
||||
@ -822,7 +824,7 @@ void HandlePacket(Packet* packet) {
|
||||
}
|
||||
|
||||
case eMasterMessageType::SHUTDOWN: {
|
||||
Game::shouldShutdown = true;
|
||||
Game::lastSignal = -1;
|
||||
LOG("Got shutdown request from master, zone (%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
|
||||
break;
|
||||
}
|
||||
@ -1289,9 +1291,9 @@ void WorldShutdownProcess(uint32_t zoneId) {
|
||||
}
|
||||
|
||||
void WorldShutdownSequence() {
|
||||
Game::shouldShutdown = true;
|
||||
Game::lastSignal = -1;
|
||||
#ifndef DARKFLAME_PLATFORM_WIN32
|
||||
if (Game::shouldShutdown || worldShutdownSequenceComplete)
|
||||
if (Game::ShouldShutdown() || worldShutdownSequenceComplete)
|
||||
#endif
|
||||
{
|
||||
return;
|
||||
|
Loading…
Reference in New Issue
Block a user