When the process is running, we use a finally block to call Log.Dispose and flush any outstanding logs to disk before the process exits. This works when we handle any exception in a matching catch block. When the exception is unhandled, then the finally block will not run and instead the process will just exit. To fix this, flush the logs inside a catch block instead before rethrowing the error. This ensures we get logs even when crashing.
125 lines
4.1 KiB
C#
125 lines
4.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Net;
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using System.Threading;
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using OpenRA.Network;
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namespace OpenRA.Server
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{
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sealed class Program
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{
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static void Main(string[] args)
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{
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try
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{
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Run(args);
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}
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catch
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{
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// Flush logs before rethrowing, i.e. allowing the exception to go unhandled.
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// try-finally won't work - an unhandled exception kills our process without running the finally block!
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Log.Dispose();
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throw;
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}
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finally
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{
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Log.Dispose();
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}
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}
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static void Run(string[] args)
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{
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var arguments = new Arguments(args);
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var engineDirArg = arguments.GetValue("Engine.EngineDir", null);
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if (!string.IsNullOrEmpty(engineDirArg))
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Platform.OverrideEngineDir(engineDirArg);
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var supportDirArg = arguments.GetValue("Engine.SupportDir", null);
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if (!string.IsNullOrEmpty(supportDirArg))
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Platform.OverrideSupportDir(supportDirArg);
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Log.AddChannel("debug", "dedicated-debug.log", true);
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Log.AddChannel("perf", "dedicated-perf.log", true);
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Log.AddChannel("server", "dedicated-server.log", true);
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Log.AddChannel("nat", "dedicated-nat.log", true);
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Log.AddChannel("geoip", "dedicated-geoip.log", true);
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// Special case handling of Game.Mod argument: if it matches a real filesystem path
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// then we use this to override the mod search path, and replace it with the mod id
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var modID = arguments.GetValue("Game.Mod", null);
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var explicitModPaths = Array.Empty<string>();
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if (modID != null && (File.Exists(modID) || Directory.Exists(modID)))
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{
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explicitModPaths = new[] { modID };
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modID = Path.GetFileNameWithoutExtension(modID);
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}
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if (modID == null)
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throw new InvalidOperationException("Game.Mod argument missing or mod could not be found.");
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// HACK: The engine code assumes that Game.Settings is set.
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// This isn't nearly as bad as ModData, but is still not very nice.
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Game.InitializeSettings(arguments);
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var settings = Game.Settings.Server;
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Nat.Initialize();
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var envModSearchPaths = Environment.GetEnvironmentVariable("MOD_SEARCH_PATHS");
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var modSearchPaths = !string.IsNullOrWhiteSpace(envModSearchPaths) ?
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FieldLoader.GetValue<string[]>("MOD_SEARCH_PATHS", envModSearchPaths) :
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new[] { Path.Combine(Platform.EngineDir, "mods") };
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var mods = new InstalledMods(modSearchPaths, explicitModPaths);
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WriteLineWithTimeStamp($"Starting dedicated server for mod: {modID}");
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while (true)
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{
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// HACK: The engine code *still* assumes that Game.ModData is set
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var modData = Game.ModData = new ModData(mods[modID], mods);
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modData.MapCache.LoadPreviewImages = false; // PERF: Server doesn't need previews, save memory by not loading them.
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modData.MapCache.LoadMaps();
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// HACK: Related to the above one, initialize the translations so we can load maps with their (translated) lobby options.
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TranslationProvider.Initialize(modData, modData.DefaultFileSystem);
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var endpoints = new List<IPEndPoint> { new(IPAddress.IPv6Any, settings.ListenPort), new(IPAddress.Any, settings.ListenPort) };
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var server = new Server(endpoints, settings, modData, ServerType.Dedicated);
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GC.Collect();
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while (true)
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{
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Thread.Sleep(1000);
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if (server.State == ServerState.GameStarted && server.Conns.Count < 1)
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{
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WriteLineWithTimeStamp("No one is playing, shutting down...");
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server.Shutdown();
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break;
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}
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}
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modData.Dispose();
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WriteLineWithTimeStamp("Starting a new server instance...");
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}
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}
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static void WriteLineWithTimeStamp(string line)
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{
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Console.WriteLine($"[{DateTime.Now.ToString(Game.Settings.Server.TimestampFormat, CultureInfo.CurrentCulture)}] {line}");
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}
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}
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}
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