diff --git a/dAuthServer/AuthServer.cpp b/dAuthServer/AuthServer.cpp index 52b35678..857a27b3 100644 --- a/dAuthServer/AuthServer.cpp +++ b/dAuthServer/AuthServer.cpp @@ -1,6 +1,7 @@ #include #include #include +#include #include #include @@ -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; diff --git a/dChatServer/ChatServer.cpp b/dChatServer/ChatServer.cpp index c9bdcd9c..3edb9d9e 100644 --- a/dChatServer/ChatServer.cpp +++ b/dChatServer/ChatServer.cpp @@ -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++; diff --git a/dCommon/CMakeLists.txt b/dCommon/CMakeLists.txt index 1354c051..5300a4f2 100644 --- a/dCommon/CMakeLists.txt +++ b/dCommon/CMakeLists.txt @@ -5,6 +5,7 @@ set(DCOMMON_SOURCES "dConfig.cpp" "Diagnostics.cpp" "Logger.cpp" + "Game.cpp" "GeneralUtils.cpp" "LDFFormat.cpp" "MD5.cpp" diff --git a/dCommon/Game.cpp b/dCommon/Game.cpp new file mode 100644 index 00000000..b057478f --- /dev/null +++ b/dCommon/Game.cpp @@ -0,0 +1,7 @@ +#include "Game.h" + +namespace Game { + void OnSignal(int signal) { + lastSignal = signal; + } +} diff --git a/dCommon/Game.h b/dCommon/Game.h index 972eea46..d8113497 100644 --- a/dCommon/Game.h +++ b/dCommon/Game.h @@ -2,6 +2,7 @@ #include #include +#include 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); } diff --git a/dCommon/Logger.cpp b/dCommon/Logger.cpp index 83a97aa6..b4181205 100644 --- a/dCommon/Logger.cpp +++ b/dCommon/Logger.cpp @@ -6,6 +6,8 @@ #include Writer::~Writer() { + // Flush before we close + Flush(); // Dont try to close stdcout... if (!m_Outfile || m_IsConsoleWriter) return; diff --git a/dMasterServer/InstanceManager.cpp b/dMasterServer/InstanceManager.cpp index 51aad2cc..193ff940 100644 --- a/dMasterServer/InstanceManager.cpp +++ b/dMasterServer/InstanceManager.cpp @@ -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]; diff --git a/dMasterServer/MasterServer.cpp b/dMasterServer/MasterServer.cpp index 2de212a0..fbece646 100644 --- a/dMasterServer/MasterServer.cpp +++ b/dMasterServer/MasterServer.cpp @@ -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) { diff --git a/dMasterServer/Start.cpp b/dMasterServer/Start.cpp index 8ef571f3..1fb9c212 100644 --- a/dMasterServer/Start.cpp +++ b/dMasterServer/Start.cpp @@ -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; } diff --git a/dNet/AuthPackets.cpp b/dNet/AuthPackets.cpp index 8f0542cc..9ddf7bf7 100644 --- a/dNet/AuthPackets.cpp +++ b/dNet/AuthPackets.cpp @@ -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; } diff --git a/dNet/dServer.cpp b/dNet/dServer.cpp index 9a3955b6..702a2d44 100644 --- a/dNet/dServer.cpp +++ b/dNet/dServer.cpp @@ -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); } diff --git a/dNet/dServer.h b/dNet/dServer.h index 5df5bddc..b0a3e11d 100644 --- a/dNet/dServer.h +++ b/dNet/dServer.h @@ -1,5 +1,6 @@ #pragma once #include +#include #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; diff --git a/dWorldServer/WorldServer.cpp b/dWorldServer/WorldServer.cpp index cbab98d0..6cac52d5 100644 --- a/dWorldServer/WorldServer.cpp +++ b/dWorldServer/WorldServer.cpp @@ -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;