Files
OpenRA/OpenRA.Server/Program.cs
RoosterDragon 323204014c Flush logs when crashing.
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.
2024-08-16 17:49:35 +03:00

125 lines
4.1 KiB
C#

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