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
13 changed files with 92 additions and 45 deletions

View File

@@ -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];

View File

@@ -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) {

View File

@@ -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;
}