fix: server save-on-exit reliability and logging
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@@ -1544,6 +1544,12 @@ void MinecraftServer::stopServer(bool didInit)
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}
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}
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}
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// connection->stop() enqueued disconnects; the run loop is gone, so
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// drain now or DisconnectPacket + sendAndQuit() never fire.
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if (players != nullptr)
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{
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players->drainPendingDisconnects();
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}
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// reset the primary player signout flag
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m_bPrimaryPlayerSignedOut=false;
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s_bServerHalted = false;
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@@ -121,6 +121,45 @@ void PlayerList::queueDisconnect(shared_ptr<ServerPlayer> player, int reason, co
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LeaveCriticalSection(&m_disconnectCS);
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}
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void PlayerList::drainPendingDisconnects()
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{
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std::deque<PendingDisconnect> dcCopy;
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EnterCriticalSection(&m_disconnectCS);
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dcCopy.swap(m_pendingDisconnects);
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LeaveCriticalSection(&m_disconnectCS);
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while (!dcCopy.empty())
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{
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PendingDisconnect pd = dcCopy.front();
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dcCopy.pop_front();
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server->getPlayers()->removePlayerFromReceiving(pd.player);
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if (pd.player->connection != nullptr)
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{
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pd.player->connection->send(std::make_shared<DisconnectPacket>(static_cast<DisconnectPacket::eDisconnectReason>(pd.reason)));
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pd.player->connection->connection->sendAndQuit();
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}
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if (!pd.kickMessage.empty())
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{
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broadcastAll(std::make_shared<ChatPacket>(pd.kickMessage));
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}
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else if (!pd.fourKitHandledQuit)
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{
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if (pd.wasKicked)
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{
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broadcastAll(std::make_shared<ChatPacket>(pd.player->name, ChatPacket::e_ChatPlayerKickedFromGame));
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}
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else
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{
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broadcastAll(std::make_shared<ChatPacket>(pd.player->name, ChatPacket::e_ChatPlayerLeftGame));
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}
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}
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remove(pd.player);
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}
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}
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bool PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet)
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{
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CompoundTag *playerTag = load(player);
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@@ -1300,43 +1339,7 @@ void PlayerList::tick()
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// Drain the pending disconnect queue. disconnect() enqueues here so it
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// can release done_cs before the heavy cleanup runs on the tick thread.
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{
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std::deque<PendingDisconnect> dcCopy;
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EnterCriticalSection(&m_disconnectCS);
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dcCopy.swap(m_pendingDisconnects);
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LeaveCriticalSection(&m_disconnectCS);
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while (!dcCopy.empty())
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{
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PendingDisconnect pd = dcCopy.front();
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dcCopy.pop_front();
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server->getPlayers()->removePlayerFromReceiving(pd.player);
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if (pd.player->connection != nullptr)
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{
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pd.player->connection->send(std::make_shared<DisconnectPacket>(static_cast<DisconnectPacket::eDisconnectReason>(pd.reason)));
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pd.player->connection->connection->sendAndQuit();
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}
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if (!pd.kickMessage.empty())
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{
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broadcastAll(std::make_shared<ChatPacket>(pd.kickMessage));
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}
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else if (!pd.fourKitHandledQuit)
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{
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if (pd.wasKicked)
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{
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broadcastAll(std::make_shared<ChatPacket>(pd.player->name, ChatPacket::e_ChatPlayerKickedFromGame));
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}
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else
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{
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broadcastAll(std::make_shared<ChatPacket>(pd.player->name, ChatPacket::e_ChatPlayerLeftGame));
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}
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}
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remove(pd.player);
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}
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}
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drainPendingDisconnects();
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// Drain the close queue: snapshot the deque, then release the CS before
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// calling disconnect() which may itself try to acquire other locks.
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@@ -98,6 +98,7 @@ public:
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void move(shared_ptr<ServerPlayer> player);
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void remove(shared_ptr<ServerPlayer> player);
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void queueDisconnect(shared_ptr<ServerPlayer> player, int reason, const wstring& kickMessage, bool wasKicked, bool fourKitHandledQuit);
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void drainPendingDisconnects();
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shared_ptr<ServerPlayer> getPlayerForLogin(PendingConnection *pendingConnection, const wstring& userName, PlayerUID xuid, PlayerUID OnlineXuid);
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shared_ptr<ServerPlayer> respawn(shared_ptr<ServerPlayer> serverPlayer, int targetDimension, bool keepAllPlayerData);
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void toggleDimension(shared_ptr<ServerPlayer> player, int targetDimension);
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