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Add Rule Zone:KillProcessOnDynamicShutdown and functionality for killing a dynamic after it has been allocated a zone and has shutdown - this is done for memory reasons because we do not clean up after ourselves at all and zone processes bloat heavily in memory. This is a workaround until we manage this better
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@ -274,6 +274,7 @@ RULE_INT(Zone, MinOfflineTimeToReplenishments, 21600) // 21600 seconds is 6 Hour
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RULE_BOOL(Zone, UseZoneController, true) // Enables the ability to use persistent quest based zone controllers (zone_controller.pl/lua)
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RULE_BOOL(Zone, EnableZoneControllerGlobals, false) // Enables the ability to use quest globals with the zone controller NPC
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RULE_INT(Zone, GlobalLootMultiplier, 1) // Sets Global Loot drop multiplier for database based drops, useful for double, triple loot etc.
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RULE_BOOL(Zone, KillProcessOnDynamicShutdown, true) // When process has booted a zone and has hit its zone shut down timer, it will hard kill the process to free memory back to the OS
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RULE_CATEGORY_END()
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RULE_CATEGORY(Map)
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@ -435,8 +435,8 @@ int main(int argc, char** argv) {
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LogDebug("Main thread running with thread id [{}]", pthread_self());
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#endif
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bool worldwasconnected = worldserver.Connected();
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bool eqsf_open = false;
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bool worldwasconnected = worldserver.Connected();
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bool eqsf_open = false;
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bool websocker_server_opened = false;
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Timer quest_timers(100);
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@ -543,8 +543,9 @@ int main(int argc, char** argv) {
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}
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}
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if (quest_timers.Check())
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if (quest_timers.Check()) {
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quest_manager.Process();
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}
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}
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}
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@ -683,31 +683,31 @@ bool Zone::IsLoaded() {
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return is_zone_loaded;
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}
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void Zone::Shutdown(bool quite)
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void Zone::Shutdown(bool quiet)
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{
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if (!is_zone_loaded)
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if (!is_zone_loaded) {
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return;
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}
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entity_list.StopMobAI();
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std::map<uint32,NPCType *>::iterator itr;
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while(!zone->npctable.empty()) {
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itr=zone->npctable.begin();
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std::map<uint32, NPCType *>::iterator itr;
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while (!zone->npctable.empty()) {
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itr = zone->npctable.begin();
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delete itr->second;
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zone->npctable.erase(itr);
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}
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while(!zone->merctable.empty()) {
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itr=zone->merctable.begin();
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while (!zone->merctable.empty()) {
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itr = zone->merctable.begin();
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delete itr->second;
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zone->merctable.erase(itr);
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}
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zone->adventure_entry_list_flavor.clear();
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std::map<uint32,LDoNTrapTemplate*>::iterator itr4;
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while(!zone->ldon_trap_list.empty())
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{
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std::map<uint32, LDoNTrapTemplate *>::iterator itr4;
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while (!zone->ldon_trap_list.empty()) {
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itr4 = zone->ldon_trap_list.begin();
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delete itr4->second;
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zone->ldon_trap_list.erase(itr4);
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@ -717,8 +717,10 @@ void Zone::Shutdown(bool quite)
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LogInfo("Zone Shutdown: [{}] ([{}])", zone->GetShortName(), zone->GetZoneID());
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petition_list.ClearPetitions();
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zone->SetZoneHasCurrentTime(false);
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if (!quite)
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LogInfo("Zone shutdown: going to sleep");
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if (!quiet) {
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LogInfo("Zone Shutdown: Going to sleep");
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}
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is_zone_loaded = false;
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zone->ResetAuth();
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@ -728,6 +730,11 @@ void Zone::Shutdown(bool quite)
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UpdateWindowTitle();
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LogSys.CloseFileLogs();
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if (RuleB(Zone, KillProcessOnDynamicShutdown)) {
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LogInfo("[KillProcessOnDynamicShutdown] Shutting down");
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std::exit(EXIT_SUCCESS);
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}
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}
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void Zone::LoadZoneDoors(const char* zone, int16 version)
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@ -84,7 +84,7 @@ class MobMovementManager;
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class Zone {
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public:
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static bool Bootup(uint32 iZoneID, uint32 iInstanceID, bool iStaticZone = false);
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static void Shutdown(bool quite = false);
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static void Shutdown(bool quiet = false);
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Zone(uint32 in_zoneid, uint32 in_instanceid, const char *in_short_name);
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~Zone();
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