some more fixes to test

This commit is contained in:
DarthArgus
2015-10-24 21:28:26 -07:00
parent f04a2b48f6
commit 7155dc1a1c
7 changed files with 124 additions and 114 deletions
@@ -2569,53 +2569,60 @@ void CentralServer::removeConnectionServerConnection(const ConnectionServerConne
*/
void CentralServer::removeGameServer(GameServerConnection const *gameServer)
{
uint32 const pid = gameServer->getProcessId();
LOG("ServerStartup", ("Game Server %lu went down", pid));
//@todo this whole function needs a re-write.
NOT_NULL(gameServer);
std::map<uint32, GameServerConnection *>::iterator const i = m_gameServerConnections.find(pid);
if (i == m_gameServerConnections.end())
return;
for (std::vector<GameServerConnection *>::iterator ii = m_gameServerConnectionsList.begin(); ii != m_gameServerConnectionsList.end();)
if (gameServer != nullptr)
{
if ((*ii) == i->second)
ii = m_gameServerConnectionsList.erase(ii);
else
++ii;
uint32 const pid = gameServer->getProcessId();
LOG("ServerStartup", ("Game Server %lu went down", pid));
//@todo this whole function needs a re-write.
NOT_NULL(gameServer);
std::map<uint32, GameServerConnection *>::iterator const i = m_gameServerConnections.find(pid);
if (i == m_gameServerConnections.end())
return;
for (std::vector<GameServerConnection *>::iterator ii = m_gameServerConnectionsList.begin(); ii != m_gameServerConnectionsList.end();)
{
if ((*ii) == i->second)
ii = m_gameServerConnectionsList.erase(ii);
else
++ii;
}
m_gameServerConnections.erase(i);
/** @todo: this is slow, find a better way (probably by creating reverse
* lookup table(s))
*/
if (pid == m_dbProcessServerProcessId)
{
DEBUG_REPORT_LOG(true, ("Database process died -- Central will exit and let the cluster restart\n"));
m_done = true;
return; //lint !e527 Unreachable
}
DEBUG_WARNING(true, ("Game server %lu crashed", pid));
for (SceneGameMap::iterator j = m_gameServers.begin(); j != m_gameServers.end();)
{
if ((*j).second == gameServer)
m_gameServers.erase(j++);
else
++j;
}
UniverseManager::getInstance().onGameServerDisconnect(*gameServer);
PlanetManager::onGameServerDisconnect(gameServer);
CharacterCreationTracker::getInstance().onGameServerDisconnect(pid);
ClusterWideDataManagerList::onGameServerDisconnect(pid);
ExcommunicateGameServerMessage const excommunicateMessage(pid, 0, "");
sendToAllGameServersExceptDBProcess(excommunicateMessage, true);
}
m_gameServerConnections.erase(i);
/** @todo: this is slow, find a better way (probably by creating reverse
* lookup table(s))
*/
if (pid == m_dbProcessServerProcessId)
else
{
DEBUG_REPORT_LOG(true, ("Database process died -- Central will exit and let the cluster restart\n"));
m_done = true;
return; //lint !e527 Unreachable
DEBUG_WARNING(true, ("A game server crashed but our process ID ptr is null."));
}
DEBUG_WARNING(true, ("Game server %lu crashed", pid));
for (SceneGameMap::iterator j = m_gameServers.begin(); j != m_gameServers.end();)
{
if ((*j).second == gameServer)
m_gameServers.erase(j++);
else
++j;
}
UniverseManager::getInstance().onGameServerDisconnect(*gameServer);
PlanetManager::onGameServerDisconnect(gameServer);
CharacterCreationTracker::getInstance().onGameServerDisconnect(pid);
ClusterWideDataManagerList::onGameServerDisconnect(pid);
ExcommunicateGameServerMessage const excommunicateMessage(pid, 0, "");
sendToAllGameServersExceptDBProcess(excommunicateMessage, true);
}
//-----------------------------------------------------------------------