#include #include #include #include #include #include #include #include #ifdef _WIN32 #include #else #include #endif #include //DLU Includes: #include "CDClientDatabase.h" #include "CDClientManager.h" #include "Database.h" #include "MigrationRunner.h" #include "Diagnostics.h" #include "dCommonVars.h" #include "dConfig.h" #include "dLogger.h" #include "dServer.h" #include "AssetManager.h" #include "BinaryPathFinder.h" //RakNet includes: #include "RakNetDefines.h" //Packet includes: #include "AuthPackets.h" #include "Game.h" #include "InstanceManager.h" #include "MasterPackets.h" #include "ObjectIDManager.h" #include "PacketUtils.h" #include "dMessageIdentifiers.h" namespace Game { dLogger* logger; dServer* server; InstanceManager* im; dConfig* config; AssetManager* assetManager; } //namespace Game bool shutdownSequenceStarted = false; void ShutdownSequence(); int FinalizeShutdown(); dLogger* SetupLogger(); void StartAuthServer(); void StartChatServer(); void HandlePacket(Packet* packet); std::map activeSessions; bool shouldShutdown = false; SystemAddress chatServerMasterPeerSysAddr; int main(int argc, char** argv) { Diagnostics::SetProcessName("Master"); Diagnostics::SetProcessFileName(argv[0]); Diagnostics::Initialize(); #if defined(_WIN32) && defined(MARIADB_PLUGIN_DIR_OVERRIDE) _putenv_s("MARIADB_PLUGIN_DIR", MARIADB_PLUGIN_DIR_OVERRIDE); #endif //Triggers the shutdown sequence at application exit std::atexit(ShutdownSequence); signal(SIGINT, [](int) { ShutdownSequence(); }); signal(SIGTERM, [](int) { ShutdownSequence(); }); //Create all the objects we need to run our service: Game::logger = SetupLogger(); if (!Game::logger) return EXIT_FAILURE; Game::logger->Log("MasterServer", "Starting Master server..."); Game::logger->Log("MasterServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR); Game::logger->Log("MasterServer", "Compiled on: %s", __TIMESTAMP__); //Read our config: dConfig config("masterconfig.ini"); Game::config = &config; Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console")))); Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1"); //Connect to the MySQL Database std::string mysql_host = config.GetValue("mysql_host"); std::string mysql_database = config.GetValue("mysql_database"); std::string mysql_username = config.GetValue("mysql_username"); std::string mysql_password = config.GetValue("mysql_password"); try { Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password); } catch (sql::SQLException& ex) { Game::logger->Log("MasterServer", "Got an error while connecting to the database: %s", ex.what()); Game::logger->Log("MigrationRunner", "Migrations not run"); return EXIT_FAILURE; } try { std::string clientPathStr = config.GetValue("client_location"); if (clientPathStr.empty()) clientPathStr = "./res"; std::filesystem::path clientPath = std::filesystem::path(clientPathStr); if (clientPath.is_relative()) { clientPath = BinaryPathFinder::GetBinaryDir() / clientPath; } Game::assetManager = new AssetManager(clientPath); } catch (std::runtime_error& ex) { Game::logger->Log("MasterServer", "Got an error while setting up assets: %s", ex.what()); return EXIT_FAILURE; } MigrationRunner::RunMigrations(); // Check CDClient exists if (!std::filesystem::exists(Game::assetManager->GetResPath() / "CDServer.sqlite")) { Game::logger->Log("WorldServer", "CDServer.sqlite could not be opened. Looking for cdclient.fdb to convert to sqlite."); if (!std::filesystem::exists(Game::assetManager->GetResPath() / "cdclient.fdb")) { Game::logger->Log("WorldServer", "cdclient.fdb could not be opened. Please move a cdclient.fdb or an already converted database to build/res."); return EXIT_FAILURE; } Game::logger->Log("WorldServer", "Found cdclient.fdb. Clearing cdserver migration_history then copying and converting to sqlite."); auto stmt = Database::CreatePreppedStmt(R"#(DELETE FROM migration_history WHERE name LIKE "%cdserver%";)#"); stmt->executeUpdate(); delete stmt; std::string res = "python3 " + (BinaryPathFinder::GetBinaryDir() / "../thirdparty/docker-utils/utils/fdb_to_sqlite.py").string() + " --sqlite_path " + (Game::assetManager->GetResPath() / "CDServer.sqlite").string() + " " + (Game::assetManager->GetResPath() / "cdclient.fdb").string(); int result = system(res.c_str()); if (result != 0) { Game::logger->Log("MasterServer", "Failed to convert fdb to sqlite"); return EXIT_FAILURE; } } //Connect to CDClient try { CDClientDatabase::Connect((Game::assetManager->GetResPath() / "CDServer.sqlite").string()); } catch (CppSQLite3Exception& e) { Game::logger->Log("WorldServer", "Unable to connect to CDServer SQLite Database"); Game::logger->Log("WorldServer", "Error: %s", e.errorMessage()); Game::logger->Log("WorldServer", "Error Code: %i", e.errorCode()); return EXIT_FAILURE; } // Run migrations should any need to be run. MigrationRunner::RunSQLiteMigrations(); //Get CDClient initial information try { CDClientManager::Instance()->Initialize(); } catch (CppSQLite3Exception& e) { Game::logger->Log("WorldServer", "Failed to initialize CDServer SQLite Database"); Game::logger->Log("WorldServer", "May be caused by corrupted file: %s", (Game::assetManager->GetResPath() / "CDServer.sqlite").string().c_str()); Game::logger->Log("WorldServer", "Error: %s", e.errorMessage()); Game::logger->Log("WorldServer", "Error Code: %i", e.errorCode()); return EXIT_FAILURE; } //If the first command line argument is -a or --account then make the user //input a username and password, with the password being hidden. if (argc > 1 && (strcmp(argv[1], "-a") == 0 || strcmp(argv[1], "--account") == 0)) { std::string username; std::string password; std::cout << "Enter a username: "; std::cin >> username; //Read the password from the console without echoing it. #ifdef __linux__ //This function is obsolete, but it only meant to be used by the //sysadmin to create their first account. password = getpass("Enter a password: "); #else std::cout << "Enter a password: "; std::cin >> password; #endif //Generate new hash for bcrypt char salt[BCRYPT_HASHSIZE]; char hash[BCRYPT_HASHSIZE]; int32_t bcryptState = ::bcrypt_gensalt(12, salt); assert(bcryptState == 0); bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash); assert(bcryptState == 0); //Create account auto* statement = Database::CreatePreppedStmt("INSERT INTO accounts (name, password, ""gm_level) VALUES (?, ?, ?);"); statement->setString(1, username); statement->setString(2, std::string(hash, BCRYPT_HASHSIZE).c_str()); statement->setInt(3, 9); statement->execute(); delete statement; std::cout << "Account created successfully!\n"; Database::Destroy("MasterServer"); delete Game::logger; return EXIT_SUCCESS; } int maxClients = 999; int ourPort = 1000; if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients")); if (config.GetValue("port") != "") ourPort = std::stoi(config.GetValue("port")); Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master); //Query for the database for a server labeled "master" auto* masterLookupStatement = Database::CreatePreppedStmt("SELECT id FROM `servers` WHERE `name` = 'master'"); auto* result = masterLookupStatement->executeQuery(); auto master_server_ip = config.GetValue("master_ip"); if (master_server_ip == "") { master_server_ip = Game::server->GetIP(); } //If we found a server, update it's IP and port to the current one. if (result->next()) { auto* updateStatement = Database::CreatePreppedStmt("UPDATE `servers` SET `ip` = ?, `port` = ? WHERE `id` = ?"); updateStatement->setString(1, master_server_ip.c_str()); updateStatement->setInt(2, Game::server->GetPort()); updateStatement->setInt(3, result->getInt("id")); updateStatement->execute(); delete updateStatement; } else { //If we didn't find a server, create one. auto* insertStatement = Database::CreatePreppedStmt("INSERT INTO `servers` (`name`, `ip`, `port`, `state`, `version`) VALUES ('master', ?, ?, 0, 171023)"); insertStatement->setString(1, master_server_ip.c_str()); insertStatement->setInt(2, Game::server->GetPort()); insertStatement->execute(); delete insertStatement; } //Create additional objects here: ObjectIDManager::Instance()->Initialize(Game::logger); Game::im = new InstanceManager(Game::logger, Game::server->GetIP()); //Depending on the config, start up servers: if (config.GetValue("prestart_servers") != "" && config.GetValue("prestart_servers") == "1") { StartChatServer(); Game::im->GetInstance(0, false, 0)->SetIsReady(true); Game::im->GetInstance(1000, false, 0)->SetIsReady(true); StartAuthServer(); } auto t = std::chrono::high_resolution_clock::now(); Packet* packet = nullptr; int framesSinceLastFlush = 0; int framesSinceLastSQLPing = 0; int framesSinceKillUniverseCommand = 0; while (true) { //In world we'd update our other systems here. //Check for packets here: packet = Game::server->Receive(); if (packet) { HandlePacket(packet); Game::server->DeallocatePacket(packet); packet = nullptr; } //Push our log every 15s: if (framesSinceLastFlush >= 900) { Game::logger->Flush(); framesSinceLastFlush = 0; } else framesSinceLastFlush++; //Every 10 min we ping our sql server to keep it alive hopefully: if (framesSinceLastSQLPing >= 40000) { //Find out the master's IP for absolutely no reason: std::string masterIP; int masterPort; sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';"); auto res = stmt->executeQuery(); while (res->next()) { masterIP = res->getString(1).c_str(); masterPort = res->getInt(2); } delete res; delete stmt; framesSinceLastSQLPing = 0; } else framesSinceLastSQLPing++; //10m shutdown for universe kill command if (shouldShutdown) { if (framesSinceKillUniverseCommand >= 40000) { //Break main loop and exit break; } else framesSinceKillUniverseCommand++; } const auto instances = Game::im->GetInstances(); for (auto* instance : instances) { if (instance == nullptr) { break; } auto affirmTimeout = instance->GetAffirmationTimeout(); if (!instance->GetPendingAffirmations().empty()) { affirmTimeout++; } else { affirmTimeout = 0; } instance->SetAffirmationTimeout(affirmTimeout); if (affirmTimeout == 1000) { instance->Shutdown(); instance->SetIsShuttingDown(true); Game::im->RedirectPendingRequests(instance); } } //Remove dead instances for (auto* instance : instances) { if (instance == nullptr) { break; } if (instance->GetShutdownComplete()) { Game::im->RemoveInstance(instance); } } t += std::chrono::milliseconds(highFrameRate); std::this_thread::sleep_until(t); } FinalizeShutdown(); exit(EXIT_SUCCESS); return EXIT_SUCCESS; } dLogger* SetupLogger() { std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/MasterServer_" + std::to_string(time(nullptr)) + ".log")).string(); bool logToConsole = false; bool logDebugStatements = false; #ifdef _DEBUG logToConsole = true; logDebugStatements = true; #endif return new dLogger(logPath, logToConsole, logDebugStatements); } void HandlePacket(Packet* packet) { if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION) { Game::logger->Log("MasterServer", "A server has disconnected"); //Since this disconnection is intentional, we'll just delete it as //we'll start a new one anyway if needed: Instance* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress); if (instance) { Game::logger->Log("MasterServer", "Actually disconnected from zone %i clone %i instance %i port %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance->GetPort()); Game::im->RemoveInstance(instance); //Delete the old } if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) { StartChatServer(); } } if (packet->data[0] == ID_CONNECTION_LOST) { Game::logger->Log("MasterServer", "A server has lost the connection"); Instance* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress); if (instance) { LWOZONEID zoneID = instance->GetZoneID(); //Get the zoneID so we can recreate a server Game::im->RemoveInstance(instance); //Delete the old //Game::im->GetInstance(zoneID.GetMapID(), false, 0); //Create the new } if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) { StartChatServer(); } } if (packet->data[1] == MASTER) { switch (packet->data[3]) { case MSG_MASTER_REQUEST_PERSISTENT_ID: { Game::logger->Log("MasterServer", "A persistent ID req"); RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint64_t requestID = 0; inStream.Read(requestID); uint32_t objID = ObjectIDManager::Instance()->GeneratePersistentID(); MasterPackets::SendPersistentIDResponse(Game::server, packet->systemAddress, requestID, objID); break; } case MSG_MASTER_REQUEST_ZONE_TRANSFER: { Game::logger->Log("MasterServer", "Received zone transfer req"); RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint64_t requestID = 0; uint8_t mythranShift = false; uint32_t zoneID = 0; uint32_t zoneClone = 0; inStream.Read(requestID); inStream.Read(mythranShift); inStream.Read(zoneID); inStream.Read(zoneClone); Instance* in = Game::im->GetInstance(zoneID, false, zoneClone); for (auto* instance : Game::im->GetInstances()) { Game::logger->Log("MasterServer", "Instance: %i/%i/%i -> %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance == in); } if (!in->GetIsReady()) //Instance not ready, make a pending request { in->GetPendingRequests().push_back({ requestID, static_cast(mythranShift), packet->systemAddress }); Game::logger->Log("MasterServer", "Server not ready, adding pending request %llu %i %i", requestID, zoneID, zoneClone); break; } //Instance is ready, transfer Game::logger->Log("MasterServer", "Responding to transfer request %llu for zone %i %i", requestID, zoneID, zoneClone); Game::im->RequestAffirmation(in, { requestID, static_cast(mythranShift), packet->systemAddress }); break; } case MSG_MASTER_SERVER_INFO: { //MasterPackets::HandleServerInfo(packet); //This is here because otherwise we'd have to include IM in //non-master servers. This packet allows us to add World //servers back if master crashed RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint32_t theirPort = 0; uint32_t theirZoneID = 0; uint32_t theirInstanceID = 0; ServerType theirServerType; std::string theirIP = ""; inStream.Read(theirPort); inStream.Read(theirZoneID); inStream.Read(theirInstanceID); inStream.Read(theirServerType); theirIP = PacketUtils::ReadString(24, packet, false); //24 is the current offset if (theirServerType == ServerType::World && !Game::im->IsPortInUse(theirPort)) { Instance* in = new Instance(theirIP, theirPort, theirZoneID, theirInstanceID, 0, 12, 12); SystemAddress copy; copy.binaryAddress = packet->systemAddress.binaryAddress; copy.port = packet->systemAddress.port; in->SetSysAddr(copy); Game::im->AddInstance(in); } else { auto instance = Game::im->FindInstance( theirZoneID, static_cast(theirInstanceID)); if (instance) { instance->SetSysAddr(packet->systemAddress); } } if (theirServerType == ServerType::Chat) { SystemAddress copy; copy.binaryAddress = packet->systemAddress.binaryAddress; copy.port = packet->systemAddress.port; chatServerMasterPeerSysAddr = copy; } Game::logger->Log("MasterServer", "Received server info, instance: %i port: %i", theirInstanceID, theirPort); break; } case MSG_MASTER_SET_SESSION_KEY: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint32_t sessionKey = 0; std::string username; inStream.Read(sessionKey); username = PacketUtils::ReadString(12, packet, false); for (auto it : activeSessions) { if (it.second == username) { activeSessions.erase(it.first); CBITSTREAM; PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_NEW_SESSION_ALERT); bitStream.Write(sessionKey); bitStream.Write(username.size()); for (auto character : username) { bitStream.Write(character); } SEND_PACKET_BROADCAST; break; } } activeSessions.insert(std::make_pair(sessionKey, username)); Game::logger->Log("MasterServer", "Got sessionKey %i for user %s", sessionKey, username.c_str()); break; } case MSG_MASTER_REQUEST_SESSION_KEY: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); std::string username = PacketUtils::ReadString(8, packet, false); for (auto key : activeSessions) { if (key.second == username) { CBITSTREAM; PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_SESSION_KEY_RESPONSE); bitStream.Write(key.first); PacketUtils::WriteString(bitStream, key.second, 64); Game::server->Send(&bitStream, packet->systemAddress, false); break; } } break; } case MSG_MASTER_PLAYER_ADDED: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); LWOMAPID theirZoneID = 0; LWOINSTANCEID theirInstanceID = 0; inStream.Read(theirZoneID); inStream.Read(theirInstanceID); auto instance = Game::im->FindInstance(theirZoneID, theirInstanceID); if (instance) { instance->AddPlayer(Player()); } else { printf("Instance missing? What?"); } break; } case MSG_MASTER_PLAYER_REMOVED: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); LWOMAPID theirZoneID = 0; LWOINSTANCEID theirInstanceID = 0; inStream.Read(theirZoneID); inStream.Read(theirInstanceID); auto instance = Game::im->FindInstance(theirZoneID, theirInstanceID); if (instance) { instance->RemovePlayer(Player()); } break; } case MSG_MASTER_CREATE_PRIVATE_ZONE: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint32_t mapId; LWOCLONEID cloneId; std::string password; inStream.Read(mapId); inStream.Read(cloneId); uint32_t len; inStream.Read(len); for (int i = 0; len > i; i++) { char character; inStream.Read(character); password += character; } Game::im->CreatePrivateInstance(mapId, cloneId, password.c_str()); break; } case MSG_MASTER_REQUEST_PRIVATE_ZONE: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint64_t requestID = 0; uint8_t mythranShift = false; std::string password; inStream.Read(requestID); inStream.Read(mythranShift); uint32_t len; inStream.Read(len); for (int i = 0; i < len; i++) { char character; inStream.Read(character); password += character; } auto* instance = Game::im->FindPrivateInstance(password.c_str()); Game::logger->Log("MasterServer", "Join private zone: %llu %d %s %p", requestID, mythranShift, password.c_str(), instance); if (instance == nullptr) { return; } const auto& zone = instance->GetZoneID(); MasterPackets::SendZoneTransferResponse(Game::server, packet->systemAddress, requestID, (bool)mythranShift, zone.GetMapID(), instance->GetInstanceID(), zone.GetCloneID(), instance->GetIP(), instance->GetPort()); break; } case MSG_MASTER_WORLD_READY: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); LWOMAPID zoneID; LWOINSTANCEID instanceID; inStream.Read(zoneID); inStream.Read(instanceID); Game::logger->Log("MasterServer", "Got world ready %i %i", zoneID, instanceID); auto* instance = Game::im->FindInstance(zoneID, instanceID); if (instance == nullptr) { Game::logger->Log("MasterServer", "Failed to find zone to ready"); return; } Game::logger->Log("MasterServer", "Ready zone %i", zoneID); Game::im->ReadyInstance(instance); break; } case MSG_MASTER_PREP_ZONE: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); int zoneID; inStream.Read(zoneID); Game::logger->Log("MasterServer", "Prepping zone %i", zoneID); Game::im->GetInstance(zoneID, false, 0); break; } case MSG_MASTER_AFFIRM_TRANSFER_RESPONSE: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); uint64_t requestID; inStream.Read(requestID); Game::logger->Log("MasterServer", "Got affirmation of transfer %llu", requestID); auto* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress); if (instance == nullptr) return; Game::im->AffirmTransfer(instance, requestID); Game::logger->Log("MasterServer", "Affirmation complete %llu", requestID); break; } case MSG_MASTER_SHUTDOWN_RESPONSE: { RakNet::BitStream inStream(packet->data, packet->length, false); uint64_t header = inStream.Read(header); auto* instance = Game::im->GetInstanceBySysAddr(packet->systemAddress); if (instance == nullptr) { return; } Game::logger->Log("MasterServer", "Got shutdown response from zone %i clone %i instance %i port %i", instance->GetMapID(), instance->GetCloneID(), instance->GetInstanceID(), instance->GetPort()); instance->SetIsShuttingDown(true); break; } case MSG_MASTER_SHUTDOWN_UNIVERSE: { Game::logger->Log("MasterServer", "Received shutdown universe command, shutting down in 10 minutes."); shouldShutdown = true; break; } default: Game::logger->Log("MasterServer", "Unknown master packet ID from server: %i", packet->data[3]); } } } void StartChatServer() { #ifdef __APPLE__ //macOS doesn't need sudo to run on ports < 1024 system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str()); #elif _WIN32 system(("start " + (BinaryPathFinder::GetBinaryDir() / "ChatServer.exe").string()).c_str()); #else if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) { system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str()); } else { system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str()); } #endif } void StartAuthServer() { #ifdef __APPLE__ system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str()); #elif _WIN32 system(("start " + (BinaryPathFinder::GetBinaryDir() / "AuthServer.exe").string()).c_str()); #else if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) { system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str()); } else { system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str()); } #endif } void ShutdownSequence() { if (shutdownSequenceStarted) { return; } shutdownSequenceStarted = true; if (Game::im) { for (auto* instance : Game::im->GetInstances()) { if (instance == nullptr) { continue; } instance->Shutdown(); } } auto* objIdManager = ObjectIDManager::TryInstance(); if (objIdManager != nullptr) { objIdManager->SaveToDatabase(); Game::logger->Log("MasterServer", "Saved ObjectIDTracker to DB"); } auto t = std::chrono::high_resolution_clock::now(); auto ticks = 0; if (!Game::im) { exit(EXIT_SUCCESS); } Game::logger->Log("MasterServer", "Attempting to shutdown instances, max 60 seconds..."); while (true) { auto packet = Game::server->Receive(); if (packet) { HandlePacket(packet); Game::server->DeallocatePacket(packet); packet = nullptr; } auto done = true; for (auto* instance : Game::im->GetInstances()) { if (instance == nullptr) { continue; } if (!instance->GetShutdownComplete()) { done = false; } } if (done) { Game::logger->Log("MasterServer", "Finished shutting down MasterServer!"); break; } t += std::chrono::milliseconds(highFrameRate); std::this_thread::sleep_until(t); ticks++; if (ticks == 600 * 6) { Game::logger->Log("MasterServer", "Finished shutting down by timeout!"); break; } } FinalizeShutdown(); } int FinalizeShutdown() { //Delete our objects here: Database::Destroy("MasterServer"); if (Game::im) delete Game::im; if (Game::server) delete Game::server; if (Game::logger) delete Game::logger; exit(EXIT_SUCCESS); return EXIT_SUCCESS; }