actual freya branch

This commit is contained in:
2026-09-12 15:41:31 +00:00
parent 8049e0a882
commit 68c1cd27d4
3510 changed files with 336689 additions and 302906 deletions
@@ -0,0 +1,594 @@
/*
* 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 com.l2jserver.gameserver;
import java.util.Collection;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jserver.Config;
import com.l2jserver.L2DatabaseFactory;
import com.l2jserver.gameserver.datatables.ClanTable;
import com.l2jserver.gameserver.datatables.OfflineTradersTable;
import com.l2jserver.gameserver.instancemanager.CastleManorManager;
import com.l2jserver.gameserver.instancemanager.CursedWeaponsManager;
import com.l2jserver.gameserver.instancemanager.GlobalVariablesManager;
import com.l2jserver.gameserver.instancemanager.GrandBossManager;
import com.l2jserver.gameserver.instancemanager.ItemAuctionManager;
import com.l2jserver.gameserver.instancemanager.ItemsOnGroundManager;
import com.l2jserver.gameserver.instancemanager.QuestManager;
import com.l2jserver.gameserver.instancemanager.RaidBossSpawnManager;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.entity.Hero;
import com.l2jserver.gameserver.model.olympiad.Olympiad;
import com.l2jserver.gameserver.network.L2GameClient;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.communityserver.CommunityServerThread;
import com.l2jserver.gameserver.network.gameserverpackets.ServerStatus;
import com.l2jserver.gameserver.network.serverpackets.ServerClose;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.util.Broadcast;
/**
* This class provides the functions for shutting down and restarting the server It closes all open clientconnections and saves all data.
* @version $Revision: 1.2.4.5 $ $Date: 2005/03/27 15:29:09 $
*/
public class Shutdown extends Thread
{
private static Logger _log = Logger.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"
};
/**
* This function starts a shutdown countdown from Telnet (Copied from Function startShutdown())
* @param ip IP Which Issued shutdown command
* @param seconds seconds untill shutdown
* @param restart true if the server will restart after shutdown
*/
private void SendServerQuit(int seconds)
{
SystemMessage sysm = SystemMessage.getSystemMessage(SystemMessageId.THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS);
sysm.addNumber(seconds);
Broadcast.toAllOnlinePlayers(sysm);
}
public void startTelnetShutdown(String IP, int seconds, boolean restart)
{
_log.warning("IP: " + IP + " issued shutdown command. " + MODE_TEXT[_shutdownMode] + " in " + seconds + " seconds!");
// _an.announceToAll("Server is " + _modeText[shutdownMode] + " in "+seconds+ " seconds!");
if (restart)
{
_shutdownMode = GM_RESTART;
}
else
{
_shutdownMode = GM_SHUTDOWN;
}
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();
}
_counterInstance = new Shutdown(seconds, restart);
_counterInstance.start();
}
/**
* This function aborts a running countdown
* @param IP IP Which Issued shutdown command
*/
public void telnetAbort(String IP)
{
_log.warning("IP: " + IP + " issued shutdown ABORT. " + MODE_TEXT[_shutdownMode] + " has been stopped!");
if (_counterInstance != null)
{
_counterInstance._abort();
Announcements _an = Announcements.getInstance();
_an.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!");
}
}
/**
* Default constucter is only used internal to create the shutdown-hook instance
*/
private 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)
{
try
{
if ((Config.OFFLINE_TRADE_ENABLE || Config.OFFLINE_CRAFT_ENABLE) && Config.RESTORE_OFFLINERS)
{
OfflineTradersTable.storeOffliners();
}
}
catch (Throwable t)
{
_log.log(Level.WARNING, "Error saving offline shops.", t);
}
try
{
disconnectAllCharacters();
_log.info("All players disconnected.");
}
catch (Throwable t)
{
// ignore
}
// ensure all services are stopped
try
{
GameTimeController.getInstance().stopTimer();
}
catch (Throwable t)
{
// ignore
}
// stop all threadpolls
try
{
ThreadPoolManager.getInstance().shutdown();
}
catch (Throwable t)
{
// ignore
}
try
{
CommunityServerThread.getInstance().interrupt();
}
catch (Throwable t)
{
// ignore
}
try
{
LoginServerThread.getInstance().interrupt();
}
catch (Throwable t)
{
// ignore
}
// last byebye, save all data and quit this server
saveData();
// saveData sends messages to exit players, so shutdown selector after it
try
{
GameServer.gameServer.getSelectorThread().shutdown();
}
catch (Throwable t)
{
// ignore
}
// commit data, last chance
try
{
L2DatabaseFactory.getInstance().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
{
// gm shutdown: send warnings and then call exit to start shutdown sequence
countdown();
// last point where logging is operational :(
_log.warning("GM shutdown countdown is over. " + MODE_TEXT[_shutdownMode] + " NOW!");
switch (_shutdownMode)
{
case GM_SHUTDOWN:
SingletonHolder._instance.setMode(GM_SHUTDOWN);
System.exit(0);
break;
case GM_RESTART:
SingletonHolder._instance.setMode(GM_RESTART);
System.exit(2);
break;
}
}
}
/**
* This functions starts a shutdown countdown
* @param activeChar GM 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, int seconds, boolean restart)
{
if (restart)
{
_shutdownMode = GM_RESTART;
}
else
{
_shutdownMode = GM_SHUTDOWN;
}
_log.warning("GM: " + activeChar.getName() + "(" + activeChar.getObjectId() + ") 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)
{
_log.warning("GM: " + activeChar.getName() + "(" + activeChar.getObjectId() + ") issued shutdown ABORT. " + MODE_TEXT[_shutdownMode] + " has been stopped!");
if (_counterInstance != null)
{
_counterInstance._abort();
Announcements _an = Announcements.getInstance();
_an.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)
{
// this will never happen
}
}
/**
* this sends a last byebye, disconnects all players and saves data
*/
private void saveData()
{
switch (_shutdownMode)
{
case SIGTERM:
_log.info("SIGTERM received. Shutting down NOW!");
break;
case GM_SHUTDOWN:
_log.info("GM shutdown received. Shutting down NOW!");
break;
case GM_RESTART:
_log.info("GM restart received. Restarting NOW!");
break;
}
/*
* if (Config.ACTIVATE_POSITION_RECORDER) Universe.getInstance().implode(true);
*/
// Seven Signs data is now saved along with Festival data.
if (!SevenSigns.getInstance().isSealValidationPeriod())
{
SevenSignsFestival.getInstance().saveFestivalData(false);
}
// Save Seven Signs data before closing. :)
SevenSigns.getInstance().saveSevenSignsData();
SevenSigns.getInstance().saveSevenSignsStatus();
// Save all raidboss and GrandBoss status ^_^
RaidBossSpawnManager.getInstance().cleanUp();
_log.info("RaidBossSpawnManager: All raidboss info saved!!");
GrandBossManager.getInstance().cleanUp();
_log.info("GrandBossManager: All Grand Boss info saved!!");
_log.info("TradeController saving data.. This action may take some minutes! Please wait until completed!");
TradeController.getInstance().dataCountStore();
_log.info("TradeController: All count Item Saved");
ItemAuctionManager.getInstance().shutdown();
Olympiad.getInstance().saveOlympiadStatus();
_log.info("Olympiad System: Data saved!!");
Hero.getInstance().shutdown();
_log.info("Hero System: Data saved!!");
ClanTable.getInstance().storeClanScore();
_log.info("Clan System: Data saved!!");
// Save Cursed Weapons data before closing.
CursedWeaponsManager.getInstance().saveData();
// Save all manor data
CastleManorManager.getInstance().save();
// Save all global (non-player specific) Quest data that needs to persist after reboot
QuestManager.getInstance().save();
// Save all global variables data
GlobalVariablesManager.getInstance().saveVars();
// Save items on ground before closing
if (Config.SAVE_DROPPED_ITEM)
{
ItemsOnGroundManager.getInstance().saveInDb();
ItemsOnGroundManager.getInstance().cleanUp();
_log.info("ItemsOnGroundManager: All items on ground saved!!");
}
try
{
int delay = 5000;
Thread.sleep(delay);
}
catch (InterruptedException e)
{
// never happens :p
}
}
/**
* this disconnects all clients from the server
*/
private void disconnectAllCharacters()
{
Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
// synchronized (L2World.getInstance().getAllPlayers())
{
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.log(Level.WARNING, "Failed logour char " + player, t);
}
}
}
}
@SuppressWarnings("synthetic-access")
private static class SingletonHolder
{
protected static final Shutdown _instance = new Shutdown();
}
}