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"How can i change the info when the server is shutting down or restarting ?


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com.l2jserver.gameserver.Shutdown.java

 

/*
* 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();
}
}

 

You must edit this lines:

 

			Announcements _an = Announcements.getInstance();
		_an.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!");

 

To your server name for example:

 

			Announcements _an = Announcements.getInstance();
		_an.announceToAll("Lineage II YourServer aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!");

 

 

 

And in: com.l2jserver.gameserver.network.SystemMessageId.java find this lines:

 

	/**
 * ID: 1<br>
 * Message: The server will be coming down in $1 seconds. Please find a safe place to log out.
 */
public static final SystemMessageId THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS;

 

Edit this:

 

Message: YourServerName will be coming down in $1 seconds. Please find a safe place to log out.

 

Save and compile, thats all.

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Posted

Hmm what's so hard to keep in mind the message from game and then search into eclipse?... And you will find it in java/everywhere.

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