Beispiel #1
0
    def run_init_hooks(self):
        """
        Called every server start
        """
        from src.objects.models import ObjectDB
        #from src.players.models import PlayerDB

        #update eventual changed defaults
        self.update_defaults()

        #print "run_init_hooks:", ObjectDB.get_all_cached_instances()
        [(o.typeclass, o.at_init()) for o in ObjectDB.get_all_cached_instances()]
        [(p.typeclass, p.at_init()) for p in PlayerDB.get_all_cached_instances()]

        with open(SERVER_RESTART, 'r') as f:
            mode = f.read()
        if mode in ('True', 'reload'):
            from src.server.oobhandler import OOB_HANDLER
            OOB_HANDLER.restore()

        from src.scripts.tickerhandler import TICKER_HANDLER
        TICKER_HANDLER.restore()

        if SERVER_STARTSTOP_MODULE:
            # call correct server hook based on start file value
            if mode in ('True', 'reload'):
                # True was the old reload flag, kept for compatibilty
                SERVER_STARTSTOP_MODULE.at_server_reload_start()
            elif mode in ('reset', 'shutdown'):
                SERVER_STARTSTOP_MODULE.at_server_cold_start()
                # clear eventual lingering session storages
                ObjectDB.objects.clear_all_sessids()
            # always call this regardless of start type
            SERVER_STARTSTOP_MODULE.at_server_start()
Beispiel #2
0
    def shutdown(self, mode=None, _reactor_stopping=False):
        """
        Shuts down the server from inside it.

        mode - sets the server restart mode.
               'reload' - server restarts, no "persistent" scripts
                          are stopped, at_reload hooks called.
               'reset' - server restarts, non-persistent scripts stopped,
                         at_shutdown hooks called.
               'shutdown' - like reset, but server will not auto-restart.
               None - keep currently set flag from flag file.
        _reactor_stopping - this is set if server is stopped by a kill
                            command OR this method was already called
                             once - in both cases the reactor is
                             dead/stopping already.
        """
        if _reactor_stopping and hasattr(self, "shutdown_complete"):
            # this means we have already passed through this method
            # once; we don't need to run the shutdown procedure again.
            defer.returnValue(None)

        mode = self.set_restart_mode(mode)
        # call shutdown hooks on all cached objects

        from src.objects.models import ObjectDB
        #from src.players.models import PlayerDB
        from src.server.models import ServerConfig

        if mode == 'reload':
            # call restart hooks
            yield [(o.typeclass, o.at_server_reload())
                                   for o in ObjectDB.get_all_cached_instances()]
            yield [(p.typeclass, p.at_server_reload())
                                   for p in PlayerDB.get_all_cached_instances()]
            yield [(s.typeclass, s.pause(), s.at_server_reload())
                                   for s in ScriptDB.get_all_cached_instances()]
            yield self.sessions.all_sessions_portal_sync()
            ServerConfig.objects.conf("server_restart_mode", "reload")

            from src.server.oobhandler import OOB_HANDLER
            OOB_HANDLER.save()
            from src.scripts.tickerhandler import TICKER_HANDLER
            TICKER_HANDLER.save()

            if SERVER_STARTSTOP_MODULE:
                SERVER_STARTSTOP_MODULE.at_server_reload_stop()

        else:
            if mode == 'reset':
                # don't unset the is_connected flag on reset, otherwise
                # same as shutdown
                yield [(o.typeclass, o.at_server_shutdown())
                                   for o in ObjectDB.get_all_cached_instances()]
                yield [(p.typeclass, p.at_server_shutdown())
                                       for p in PlayerDB.get_all_cached_instances()]
            else:  # shutdown
                yield [_SA(p, "is_connected", False)
                                   for p in PlayerDB.get_all_cached_instances()]
                yield [(o.typeclass, o.at_server_shutdown())
                                   for o in ObjectDB.get_all_cached_instances()]
                yield [(p.typeclass, p.unpuppet_all(), p.at_server_shutdown())
                                       for p in PlayerDB.get_all_cached_instances()]
            yield [(s.typeclass, s.at_server_shutdown())
                                   for s in ScriptDB.get_all_cached_instances()]
            yield ObjectDB.objects.clear_all_sessids()
            ServerConfig.objects.conf("server_restart_mode", "reset")

            if SERVER_STARTSTOP_MODULE:
                SERVER_STARTSTOP_MODULE.at_server_cold_stop()

        # stopping time
        from src.utils import gametime
        gametime.save()

        if SERVER_STARTSTOP_MODULE:
            SERVER_STARTSTOP_MODULE.at_server_stop()
        # if _reactor_stopping is true, reactor does not need to
        # be stopped again.
        if os.name == 'nt' and os.path.exists(SERVER_PIDFILE):
            # for Windows we need to remove pid files manually
            os.remove(SERVER_PIDFILE)
        if not _reactor_stopping:
            # this will also send a reactor.stop signal, so we set a
            # flag to avoid loops.
            self.shutdown_complete = True
            reactor.callLater(0, reactor.stop)