void DoneLoadAccounts(void) { kod_statistics *kstat; kstat = GetKodStats(); InitProfiling(); }
void MainServer() { InitInterfaceLocks(); InitInterface(); /* starts a thread with the window */ WrapInit(); InitMemory(); /* memory needs channels in general, but need to start before config, so just be careful. */ InitConfig(); LoadConfig(); /* must be nearly first since channels use it */ InitDebug(); InitChannelBuffer(); OpenDefaultChannels(); lprintf("Starting %s\n",BlakServLongVersionString()); InitClass(); InitMessage(); InitObject(); InitList(); InitTimer(); InitSession(); InitResource(); InitRoomData(); InitString(); InitUser(); InitAccount(); InitNameID(); InitDLlist(); InitSysTimer(); InitMotd(); InitLoadBof(); InitTime(); InitGameLock(); InitBkodInterpret(); InitBufferPool(); InitTable(); AddBuiltInDLlist(); LoadMotd(); LoadBof(); LoadRsc(); LoadKodbase(); LoadAdminConstants(); PauseTimers(); if (LoadAll() == True) { /* this loaded_game_msg tells it to disconnect all blakod info about sessions, * that were logged on when we saved */ SendTopLevelBlakodMessage(GetSystemObjectID(),LOADED_GAME_MSG,0,NULL); DoneLoadAccounts(); } /* these must be after LoadAll and ClearList */ InitCommCli(); InitParseClient(); InitProfiling(); InitAsyncConnections(); UpdateSecurityRedbook(); UnpauseTimers(); ServiceTimers(); /* returns if server termiated */ MainExitServer(); WrapShutdown(); }