Esempio n. 1
0
        /// <summary>
        /// Shuts down the server, saving any necessary data.
        /// </summary>
        public void ShutDown(Action callback = null)
        {
            shutdownCallback = callback;
            if (CurThread != Thread.CurrentThread)
            {
                NeedShutdown = true; // TODO: Lock for this?
                return;
            }
            ShuttingDown = true;
            SysConsole.Output(OutputType.INFO, "[Shutdown] Starting to close server...");
            Schedule.Tasks.Clear();
            foreach (PlayerEntity player in Players)
            {
                player.Kick("Server shutting down.");
            }
            Object tlock = new Object();
            int    t     = 0;
            int    c     = 0;

            foreach (World world in LoadedWorlds)
            {
                t++;
                // TODO: Thread-safer shutdown sequence!
                SysConsole.Output(OutputType.INFO, "[Shutdown] Unloading world: " + world.Name);
                world.UnloadFully(() =>
                {
                    lock (tlock)
                    {
                        c++;
                    }
                });
            }
            while (true)
            {
                lock (tlock)
                {
                    if (c >= t)
                    {
                        break;
                    }
                }
                Thread.Sleep(50);
            }
            LoadedWorlds.Clear();
            SysConsole.Output(OutputType.INFO, "[Shutdown] Clearing plugins...");
            Plugins.UnloadPlugins();
            SysConsole.Output(OutputType.INFO, "[Shutdown] Closing server...");
            ShutDownQuickly();
        }
Esempio n. 2
0
        /// <summary>
        /// Shuts down the server, saving any necessary data.
        /// </summary>
        public void ShutDown(Action callback = null)
        {
            ShutdownCallback = callback;
            if (CurThread != Thread.CurrentThread)
            {
                NeedShutdown.Cancel();
                return;
            }
            ShuttingDown = true;
            SysConsole.Output(OutputType.INFO, "[Shutdown] Starting to close server...");
            ConsoleHandler.OnCommandInput -= CommandInputHandle;
            Schedule.Tasks.Clear();
            foreach (PlayerEntity player in Players)
            {
                player.Kick("Server shutting down.");
            }
            Object tlock = new Object();
            int    t     = 0;
            int    c     = 0;

            foreach (World world in LoadedWorlds)
            {
                t++;
                SysConsole.Output(OutputType.INFO, "[Shutdown] Unloading world: " + world.Name);
                world.UnloadFully(() =>
                {
                    lock (tlock)
                    {
                        c++;
                    }
                });
            }
            while (true)
            {
                lock (tlock)
                {
                    if (c >= t)
                    {
                        break;
                    }
                }
                // TODO: Max timeout?
                Thread.Sleep(50);
            }
            LoadedWorlds.Clear();
            SysConsole.Output(OutputType.INFO, "[Shutdown] Clearing plugins...");
            Plugins.UnloadPlugins();
            SysConsole.Output(OutputType.INFO, "[Shutdown] Saving final data...");
            long cid;

            lock (CIDLock)
            {
                cid = cID;
            }
            lock (SaveFileLock)
            {
                Files.WriteText("server_eid.txt", cid.ToString());
            }
            // TODO: CVar save?
            SysConsole.Output(OutputType.INFO, "[Shutdown] Closing server...");
            ShutDownQuickly();
        }