fix: signal handling (#1375)

* fix: signal handling

* fix: flush WorldServer logger before main loop

* fix: consolidate signal code
This commit is contained in:
Daniel Seiler 2024-01-02 04:50:00 +01:00 committed by GitHub
parent 18feea5fed
commit 85672e060a
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GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 92 additions and 45 deletions

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@ -1,6 +1,7 @@
#include <iostream>
#include <string>
#include <ctime>
#include <csignal>
#include <chrono>
#include <thread>
@ -28,7 +29,7 @@ namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
bool shouldShutdown = false;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
}
@ -42,6 +43,9 @@ int main(int argc, char** argv) {
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return EXIT_FAILURE;
@ -74,6 +78,7 @@ int main(int argc, char** argv) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
}
LOG("Master is at %s:%d", masterIP.c_str(), masterPort);
Game::randomEngine = std::mt19937(time(0));
@ -83,7 +88,7 @@ int main(int argc, char** argv) {
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::shouldShutdown);
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::lastSignal);
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
@ -96,13 +101,16 @@ int main(int argc, char** argv) {
AuthPackets::LoadClaimCodes();
while (!Game::shouldShutdown) {
Game::logger->Flush(); // once immediately before main loop
while (!Game::ShouldShutdown()) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= authFramerate)
if (framesSinceMasterDisconnect >= authFramerate) {
LOG("No connection to master!");
break; //Exit our loop, shut down.
}
} else framesSinceMasterDisconnect = 0;
//In world we'd update our other systems here.
@ -141,6 +149,7 @@ int main(int argc, char** argv) {
std::this_thread::sleep_until(t);
}
LOG("Exited Main Loop! (signal %d)", Game::lastSignal);
//Delete our objects here:
Database::Destroy("AuthServer");
delete Game::server;

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@ -33,7 +33,7 @@ namespace Game {
dConfig* config = nullptr;
dChatFilter* chatFilter = nullptr;
AssetManager* assetManager = nullptr;
bool shouldShutdown = false;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
PlayerContainer playerContainer;
}
@ -48,6 +48,9 @@ int main(int argc, char** argv) {
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return EXIT_FAILURE;
@ -101,7 +104,7 @@ int main(int argc, char** argv) {
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::shouldShutdown);
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::lastSignal);
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
@ -118,7 +121,8 @@ int main(int argc, char** argv) {
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
while (!Game::shouldShutdown) {
Game::logger->Flush(); // once immediately before main loop
while (!Game::ShouldShutdown()) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;

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@ -5,6 +5,7 @@ set(DCOMMON_SOURCES
"dConfig.cpp"
"Diagnostics.cpp"
"Logger.cpp"
"Game.cpp"
"GeneralUtils.cpp"
"LDFFormat.cpp"
"MD5.cpp"

7
dCommon/Game.cpp Normal file
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@ -0,0 +1,7 @@
#include "Game.h"
namespace Game {
void OnSignal(int signal) {
lastSignal = signal;
}
}

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@ -2,6 +2,7 @@
#include <string>
#include <random>
#include <csignal>
class dServer;
class Logger;
@ -16,6 +17,7 @@ class dZoneManager;
class PlayerContainer;
namespace Game {
using signal_t = volatile std::sig_atomic_t;
extern Logger* logger;
extern dServer* server;
extern InstanceManager* im;
@ -25,9 +27,14 @@ namespace Game {
extern RakPeerInterface* chatServer;
extern AssetManager* assetManager;
extern SystemAddress chatSysAddr;
extern bool shouldShutdown;
extern signal_t lastSignal;
extern EntityManager* entityManager;
extern dZoneManager* zoneManager;
extern PlayerContainer playerContainer;
extern std::string projectVersion;
inline bool ShouldShutdown() {
return lastSignal != 0;
}
void OnSignal(int signal);
}

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@ -6,6 +6,8 @@
#include <stdarg.h>
Writer::~Writer() {
// Flush before we close
Flush();
// Dont try to close stdcout...
if (!m_Outfile || m_IsConsoleWriter) return;

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@ -134,7 +134,7 @@ void InstanceManager::RemoveInstance(Instance* instance) {
if (m_Instances[i] == instance) {
instance->SetShutdownComplete(true);
if (!Game::shouldShutdown) RedirectPendingRequests(instance);
if (!Game::ShouldShutdown()) RedirectPendingRequests(instance);
delete m_Instances[i];

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@ -47,12 +47,13 @@ namespace Game {
InstanceManager* im = nullptr;
dConfig* config = nullptr;
AssetManager* assetManager = nullptr;
bool shouldShutdown = false;
Game::signal_t lastSignal = 0;
bool universeShutdownRequested = false;
std::mt19937 randomEngine;
} //namespace Game
bool shutdownSequenceStarted = false;
void ShutdownSequence(int32_t signal = -1);
int ShutdownSequence(int32_t signal = -1);
int32_t FinalizeShutdown(int32_t signal = -1);
Logger* SetupLogger();
void HandlePacket(Packet* packet);
@ -73,8 +74,8 @@ int main(int argc, char** argv) {
//Triggers the shutdown sequence at application exit
std::atexit([]() { ShutdownSequence(); });
signal(SIGINT, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
signal(SIGTERM, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
@ -286,7 +287,7 @@ int main(int argc, char** argv) {
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::stoi(Game::config->GetValue("port"));
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::shouldShutdown);
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::lastSignal);
//Query for the database for a server labeled "master"
@ -321,7 +322,8 @@ int main(int argc, char** argv) {
uint32_t framesSinceLastSQLPing = 0;
uint32_t framesSinceKillUniverseCommand = 0;
while (true) {
Game::logger->Flush();
while (!Game::ShouldShutdown()) {
//In world we'd update our other systems here.
//Check for packets here:
@ -355,10 +357,10 @@ int main(int argc, char** argv) {
framesSinceLastSQLPing++;
//10m shutdown for universe kill command
if (Game::shouldShutdown) {
if (Game::universeShutdownRequested) {
if (framesSinceKillUniverseCommand >= shutdownUniverseTime) {
//Break main loop and exit
break;
Game::lastSignal = -1;
} else
framesSinceKillUniverseCommand++;
}
@ -402,7 +404,7 @@ int main(int argc, char** argv) {
t += std::chrono::milliseconds(masterFrameDelta);
std::this_thread::sleep_until(t);
}
return FinalizeShutdown(EXIT_SUCCESS);
return ShutdownSequence(EXIT_SUCCESS);
}
Logger* SetupLogger() {
@ -799,7 +801,7 @@ void HandlePacket(Packet* packet) {
case eMasterMessageType::SHUTDOWN_UNIVERSE: {
LOG("Received shutdown universe command, shutting down in 10 minutes.");
Game::shouldShutdown = true;
Game::universeShutdownRequested = true;
break;
}
@ -809,9 +811,11 @@ void HandlePacket(Packet* packet) {
}
}
void ShutdownSequence(int32_t signal) {
int ShutdownSequence(int32_t signal) {
LOG("Recieved Signal %d", signal);
if (shutdownSequenceStarted) {
return;
LOG("Duplicate Shutdown Sequence");
return -1;
}
if (!Game::im) {
@ -820,7 +824,7 @@ void ShutdownSequence(int32_t signal) {
Game::im->SetIsShuttingDown(true);
shutdownSequenceStarted = true;
Game::shouldShutdown = true;
Game::lastSignal = -1;
{
CBITSTREAM;
@ -889,7 +893,7 @@ void ShutdownSequence(int32_t signal) {
}
}
FinalizeShutdown(signal);
return FinalizeShutdown(signal);
}
int32_t FinalizeShutdown(int32_t signal) {

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@ -5,7 +5,7 @@
#include "BinaryPathFinder.h"
void StartChatServer() {
if (Game::shouldShutdown) {
if (Game::ShouldShutdown()) {
LOG("Currently shutting down. Chat will not be restarted.");
return;
}
@ -24,7 +24,7 @@ void StartChatServer() {
}
void StartAuthServer() {
if (Game::shouldShutdown) {
if (Game::ShouldShutdown()) {
LOG("Currently shutting down. Auth will not be restarted.");
return;
}

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@ -55,7 +55,9 @@ void AuthPackets::SendHandshake(dServer* server, const SystemAddress& sysAddr, c
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::SERVER, eServerMessageType::VERSION_CONFIRM);
uint32_t netVersion;
if (!GeneralUtils::TryParse(Game::config->GetValue("client_net_version"), netVersion)) {
const std::string& expectedVersion = Game::config->GetValue("client_net_version");
LOG("Expected Version: '%s'", expectedVersion.c_str());
if (!GeneralUtils::TryParse(expectedVersion, netVersion)) {
LOG("Failed to parse client_net_version. Cannot authenticate to %s:%i", nextServerIP.c_str(), nextServerPort);
return;
}

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@ -39,7 +39,7 @@ public:
}
} ReceiveDownloadCompleteCB;
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) {
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) {
mIP = ip;
mPort = port;
mZoneID = zoneID;
@ -55,7 +55,7 @@ dServer::dServer(const std::string& ip, int port, int instanceID, int maxConnect
mReplicaManager = nullptr;
mServerType = serverType;
mConfig = config;
mShouldShutdown = shouldShutdown;
mShouldShutdown = lastSignal;
//Attempt to start our server here:
mIsOkay = Startup();
@ -75,7 +75,9 @@ dServer::dServer(const std::string& ip, int port, int instanceID, int maxConnect
//Connect to master if we are not master:
if (serverType != ServerType::Master) {
SetupForMasterConnection();
ConnectToMaster();
if (!ConnectToMaster()) {
LOG("Failed ConnectToMaster!");
}
}
//Set up Replica if we're a world server:
@ -129,7 +131,7 @@ Packet* dServer::ReceiveFromMaster() {
break;
}
case eMasterMessageType::SHUTDOWN:
*mShouldShutdown = true;
*mShouldShutdown = -2;
break;
//When we handle these packets in World instead dServer, we just return the packet's pointer.
@ -236,10 +238,12 @@ void dServer::Shutdown() {
void dServer::SetupForMasterConnection() {
mMasterSocketDescriptor = SocketDescriptor(uint16_t(mPort + 1), 0);
mMasterPeer = RakNetworkFactory::GetRakPeerInterface();
mMasterPeer->Startup(1, 30, &mMasterSocketDescriptor, 1);
bool ret = mMasterPeer->Startup(1, 30, &mMasterSocketDescriptor, 1);
if (!ret) LOG("Failed MasterPeer Startup!");
}
bool dServer::ConnectToMaster() {
//LOG("Connection to Master %s:%d", mMasterIP.c_str(), mMasterPort);
return mMasterPeer->Connect(mMasterIP.c_str(), mMasterPort, "3.25 DARKFLAME1", 15);
}

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@ -1,5 +1,6 @@
#pragma once
#include <string>
#include <csignal>
#include "RakPeerInterface.h"
#include "ReplicaManager.h"
#include "NetworkIDManager.h"
@ -15,6 +16,10 @@ enum class ServerType : uint32_t {
World
};
namespace Game {
using signal_t = volatile std::sig_atomic_t;
}
class dServer {
public:
// Default constructor should only used for testing!
@ -31,7 +36,7 @@ public:
int masterPort,
ServerType serverType,
dConfig* config,
bool* shouldShutdown,
Game::signal_t* shouldShutdown,
unsigned int zoneID = 0);
~dServer();
@ -81,9 +86,9 @@ private:
NetworkIDManager* mNetIDManager = nullptr;
/**
* Whether or not to shut down the server. Pointer to Game::shouldShutdown.
* Whether or not to shut down the server. Pointer to Game::lastSignal.
*/
bool* mShouldShutdown = nullptr;
Game::signal_t* mShouldShutdown = nullptr;
SocketDescriptor mSocketDescriptor;
std::string mIP;
int mPort;

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@ -88,7 +88,7 @@ namespace Game {
RakPeerInterface* chatServer = nullptr;
std::mt19937 randomEngine;
SystemAddress chatSysAddr;
bool shouldShutdown = false;
Game::signal_t lastSignal = 0;
EntityManager* entityManager = nullptr;
dZoneManager* zoneManager = nullptr;
std::string projectVersion = PROJECT_VERSION;
@ -124,8 +124,8 @@ int main(int argc, char** argv) {
// Triggers the shutdown sequence at application exit
std::atexit(WorldShutdownSequence);
signal(SIGINT, [](int) { WorldShutdownSequence(); });
signal(SIGTERM, [](int) { WorldShutdownSequence(); });
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
uint32_t zoneID = 1000;
uint32_t cloneID = 0;
@ -212,7 +212,7 @@ int main(int argc, char** argv) {
UserManager::Instance()->Initialize();
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::shouldShutdown, zoneID);
Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::lastSignal, zoneID);
//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;