/*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that
* it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*/
package silentium.gameserver;
import java.util.Collection;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import silentium.commons.database.DatabaseFactory;
import silentium.commons.utils.Util;
import silentium.gameserver.configs.MainConfig;
import silentium.gameserver.instancemanager.CastleManorManager;
import silentium.gameserver.instancemanager.CursedWeaponsManager;
import silentium.gameserver.instancemanager.FourSepulchersManager;
import silentium.gameserver.instancemanager.GrandBossManager;
import silentium.gameserver.instancemanager.ItemsOnGroundManager;
import silentium.gameserver.instancemanager.QuestManager;
import silentium.gameserver.instancemanager.RaidBossSpawnManager;
import silentium.gameserver.model.L2World;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.model.entity.Hero;
import silentium.gameserver.model.entity.sevensigns.SevenSigns;
import silentium.gameserver.model.entity.sevensigns.SevenSignsFestival;
import silentium.gameserver.model.olympiad.Olympiad;
import silentium.gameserver.network.L2GameClient;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.gameserverpackets.ServerStatus;
import silentium.gameserver.network.serverpackets.ServerClose;
import silentium.gameserver.network.serverpackets.SystemMessage;
import silentium.gameserver.utils.Broadcast;
/**
* This class provides functions for shutting down and restarting the server. It closes all client connections and saves data.
*/
public class Shutdown extends Thread
{
private static Logger _log = LoggerFactory.getLogger(Shutdown.class.getName());
private static Shutdown _counterInstance = null;
private int _secondsShut;
private int _shutdownMode;
public static final int SIGTERM = 0;
public static final int GM_SHUTDOWN = 1;
public static final int GM_RESTART = 2;
public static final int ABORT = 3;
private static final String[] MODE_TEXT = { "SIGTERM", "shutting down", "restarting", "aborting" };
private static void SendServerQuit(int seconds)
{
SystemMessage sysm = SystemMessage.getSystemMessage(SystemMessageId.THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS);
sysm.addNumber(seconds);
Broadcast.toAllOnlinePlayers(sysm);
}
/**
* Default constucter is only used internal to create the shutdown-hook instance
*/
protected Shutdown()
{
_secondsShut = -1;
_shutdownMode = SIGTERM;
}
/**
* This creates a countdown instance of Shutdown.
*
* @param seconds
* how many seconds until shutdown
* @param restart
* true is the server shall restart after shutdown
*/
public Shutdown(int seconds, boolean restart)
{
if (seconds < 0)
seconds = 0;
_secondsShut = seconds;
if (restart)
_shutdownMode = GM_RESTART;
else
_shutdownMode = GM_SHUTDOWN;
}
/**
* get the shutdown-hook instance the shutdown-hook instance is created by the first call of this function, but it has to be registrered
* externaly.
*
* @return instance of Shutdown, to be used as shutdown hook
*/
public static Shutdown getInstance()
{
return SingletonHolder._instance;
}
/**
* this function is called, when a new thread starts if this thread is the thread of getInstance, then this is the shutdown hook and we save
* all data and disconnect all clients. after this thread ends, the server will completely exit if this is not the thread of getInstance,
* then this is a countdown thread. we start the countdown, and when we finished it, and it was not aborted, we tell the shutdown-hook why we
* call exit, and then call exit when the exit status of the server is 1, startServer.sh / startServer.bat will restart the server.
*/
@Override
public void run()
{
if (this == SingletonHolder._instance)
{
Util.printSection("Under " + MODE_TEXT[_shutdownMode] + " process");
// disconnect players
try
{
disconnectAllCharacters();
_log.info("All players have been disconnected.");
}
catch (Throwable t)
{
}
// ensure all services are stopped
try
{
GameTimeController.getInstance().stopTimer();
}
catch (Throwable t)
{
}
// stop all threadpolls
try
{
ThreadPoolManager.getInstance().shutdown();
}
catch (Throwable t)
{
}
try
{
LoginServerThread.getInstance().interrupt();
}
catch (Throwable t)
{
}
// Seven Signs data is now saved along with Festival data.
if (!SevenSigns.getInstance().isSealValidationPeriod())
SevenSignsFestival.getInstance().saveFestivalData(false);
// Save Seven Signs data && status.
SevenSigns.getInstance().saveSevenSignsData();
SevenSigns.getInstance().saveSevenSignsStatus();
_log.info("Seven Signs Festival, general data && status have been saved.");
// Four Sepulchers, stop any working task.
FourSepulchersManager.getInstance().stop();
// Save raidbosses status
RaidBossSpawnManager.getInstance().cleanUp();
_log.info("Raid Bosses data has been saved.");
// Save grandbosses status
GrandBossManager.getInstance().cleanUp();
_log.info("World Bosses data has been saved.");
// Save TradeController
_log.info("TradeController is saving data. This action may take some minutes.");
TradeController.getInstance().dataCountStore();
_log.info("All items have been saved.");
// Save olympiads
Olympiad.getInstance().saveOlympiadStatus();
_log.info("Olympiad data has been saved.");
// Save Hero data
Hero.getInstance().shutdown();
_log.info("Hero data has been saved.");
// Save Cursed Weapons data before closing.
CursedWeaponsManager.getInstance().saveData();
_log.info("Cursed weapons data has been saved.");
// Save all manor data
CastleManorManager.getInstance().save();
_log.info("Manors data has been saved.");
// Save all global (non-player specific) Quest data that needs to persist after reboot
QuestManager.getInstance().save();
_log.info("Global quests have been saved.");
// Save items on ground before closing
if (MainConfig.SAVE_DROPPED_ITEM)
{
ItemsOnGroundManager.getInstance().saveInDb();
ItemsOnGroundManager.getInstance().cleanUp();
_log.info("ItemsOnGroundManager: Items on ground have been saved.");
}
try
{
Thread.sleep(5000);
}
catch (InterruptedException e)
{
}
try
{
GameServer.gameServer.getSelectorThread().shutdown();
}
catch (Throwable t)
{
}
try
{
DatabaseFactory.shutdown();
}
catch (Throwable t)
{
}
// server will quit, when this function ends.
if (SingletonHolder._instance._shutdownMode == GM_RESTART)
Runtime.getRuntime().halt(2);
else
Runtime.getRuntime().halt(0);
}
else
{
// shutdown: send warnings and then call exit to start shutdown sequence
countdown();
switch (_shutdownMode)
{
case GM_SHUTDOWN:
SingletonHolder._instance.setMode(GM_SHUTDOWN);
SingletonHolder._instance.run();
System.exit(0);
break;
case GM_RESTART:
SingletonHolder._instance.setMode(GM_RESTART);
SingletonHolder._instance.run();
System.exit(2);
break;
}
}
}
/**
* This functions starts a shutdown countdown.<br>
* A choice must be made between activeChar or ghostEntity.
*
* @param activeChar
* GM who issued the shutdown command
* @param ghostEntity
* the entity who issued the shutdown command
* @param seconds
* seconds until shutdown
* @param restart
* true if the server will restart after shutdown
*/
public void startShutdown(L2PcInstance activeChar, String ghostEntity, int seconds, boolean restart)
{
if (restart)
_shutdownMode = GM_RESTART;
else
_shutdownMode = GM_SHUTDOWN;
if (activeChar != null)
_log.warn("GM: " + activeChar.getName() + " (" + activeChar.getObjectId() + ") issued shutdown command, " + MODE_TEXT[_shutdownMode] + " in " + seconds + " seconds.");
else if (!ghostEntity.isEmpty())
_log.warn("Entity: " + ghostEntity + " issued shutdown command, " + MODE_TEXT[_shutdownMode] + " in " + seconds + " seconds.");
if (_shutdownMode > 0)
{
switch (seconds)
{
case 540:
case 480:
case 420:
case 360:
case 300:
case 240:
case 180:
case 120:
case 60:
case 30:
case 10:
case 5:
case 4:
case 3:
case 2:
case 1:
break;
default:
SendServerQuit(seconds);
}
}
if (_counterInstance != null)
_counterInstance._abort();
// the main instance should only run for shutdown hook, so we start a new instance
_counterInstance = new Shutdown(seconds, restart);
_counterInstance.start();
}
/**
* This function aborts a running countdown
*
* @param activeChar
* GM who issued the abort command
*/
public void abort(L2PcInstance activeChar)
{
if (_counterInstance != null)
{
_log.warn("GM: " + activeChar.getName() + " (" + activeChar.getObjectId() + ") issued shutdown abort, " + MODE_TEXT[_shutdownMode] + " has been stopped.");
_counterInstance._abort();
Announcements.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation.");
}
}
/**
* set the shutdown mode
*
* @param mode
* what mode shall be set
*/
private void setMode(int mode)
{
_shutdownMode = mode;
}
/**
* set shutdown mode to ABORT
*/
private void _abort()
{
_shutdownMode = ABORT;
}
/**
* this counts the countdown and reports it to all players countdown is aborted if mode changes to ABORT
*/
private void countdown()
{
try
{
while (_secondsShut > 0)
{
switch (_secondsShut)
{
case 540:
SendServerQuit(540);
break;
case 480:
SendServerQuit(480);
break;
case 420:
SendServerQuit(420);
break;
case 360:
SendServerQuit(360);
break;
case 300:
SendServerQuit(300);
break;
case 240:
SendServerQuit(240);
break;
case 180:
SendServerQuit(180);
break;
case 120:
SendServerQuit(120);
break;
case 60:
LoginServerThread.getInstance().setServerStatus(ServerStatus.STATUS_DOWN); // avoids new players from
// logging in
SendServerQuit(60);
break;
case 30:
SendServerQuit(30);
break;
case 10:
SendServerQuit(10);
break;
case 5:
SendServerQuit(5);
break;
case 4:
SendServerQuit(4);
break;
case 3:
SendServerQuit(3);
break;
case 2:
SendServerQuit(2);
break;
case 1:
SendServerQuit(1);
break;
}
_secondsShut--;
int delay = 1000; // milliseconds
Thread.sleep(delay);
if (_shutdownMode == ABORT)
break;
}
}
catch (InterruptedException e)
{
}
}
/**
* Disconnects all clients from the server
*/
private static void disconnectAllCharacters()
{
Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
for (L2PcInstance player : pls)
{
if (player == null)
continue;
// Logout Character
try
{
L2GameClient client = player.getClient();
if (client != null && !client.isDetached())
{
client.close(ServerClose.STATIC_PACKET);
client.setActiveChar(null);
player.setClient(null);
}
player.deleteMe();
}
catch (Throwable t)
{
_log.warn("Failed to logout chararacter: " + player, t);
}
}
}
private static class SingletonHolder
{
protected static final Shutdown _instance = new Shutdown();
}
}