void MainExitServer() { lprintf("ExitServer terminating server\n"); ExitAsyncConnections(); CloseAllSessions(); /* gotta do this before anything, cause it uses kod, accounts */ CloseDefaultChannels(); ResetLoadMotd(); ResetLoadBof(); ResetTable(); ResetBufferPool(); ResetSysTimer(); ResetDLlist(); ResetNameID(); ResetAccount(); ResetUser(); ResetString(); ResetRoomData(); ResetResource(); ResetTimer(); ResetList(); ResetObject(); ResetMessage(); ResetClass(); ResetConfig(); DeleteAllBlocks(); }
CResetAttributes::ResetResult CTestResource::RemoteReset(LogFunc *pfnLog, void *pfnLogparam) { String strHost; int nPort; CeCosSocket::ParseHostPort(HostPort(),strHost,nPort); String strCmd; strCmd.Format(_T("rsh %s x10reset %s\n"),(LPCTSTR)strHost,ResetString()); pfnLog(pfnLogparam,strCmd); CSubprocess sp; sp.Run(pfnLog,pfnLogparam,strCmd); return CResetAttributes::RESET_OK; // FIXME }
void InterfaceReloadSystem() { EnterServerLock(); lprintf("InterfaceReloadSystem reloading system\n"); PauseTimers(); SendBlakodBeginSystemEvent(SYSEVENT_RELOAD_SYSTEM); GarbageCollect(); SaveAll(); ResetAdminConstants(); ResetUser(); ResetString(); ResetRoomData(); ResetLoadMotd(); ResetLoadBof(); ResetDLlist(); ResetNameID(); ResetResource(); ResetTimer(); ResetList(); ResetObject(); ResetMessage(); ResetClass(); LoadMotd(); LoadBof(); LoadRsc(); LoadKodbase(); UpdateSecurityRedbook(); LoadAdminConstants(); /* can't reload accounts because sessions have pointers to accounts */ if (!LoadAllButAccount()) eprintf("InterfaceReloadSystem couldn't load game. You are dead.\n"); AllocateParseClientListNodes(); /* it needs a list to send to users */ AddBuiltInDLlist(); SendBlakodEndSystemEvent(SYSEVENT_RELOAD_SYSTEM); UnpauseTimers(); LeaveServerLock(); }
CResetAttributes::ResetResult CTestResource::Reset(LogFunc *pfnLog, void *pfnLogparam) { String strReset; strReset.Format(_T("port(%s,%d) %s"),Serial(),Baud(),ResetString()); return CResetAttributes(strReset).Reset(pfnLog,pfnLogparam); }