mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-03 02:53:48 +00:00
fix(Core/Database): Gracefully close database workers (#20936)
* Gracefully close database workers * Change init order. Such a silly compiler flag * Fix hang if db connection failed to open
This commit is contained in:
@@ -28,10 +28,11 @@ private:
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std::mutex _queueLock;
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std::queue<T> _queue;
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std::condition_variable _condition;
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std::atomic<bool> _cancel;
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std::atomic<bool> _shutdown;
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public:
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ProducerConsumerQueue() : _shutdown(false) { }
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ProducerConsumerQueue() : _cancel(false), _shutdown(false) { }
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void Push(const T& value)
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{
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@@ -57,10 +58,8 @@ public:
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{
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std::lock_guard<std::mutex> lock(_queueLock);
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if (_queue.empty() || _shutdown)
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{
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if (_queue.empty() || _cancel)
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return false;
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}
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value = _queue.front();
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@@ -75,21 +74,18 @@ public:
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// we could be using .wait(lock, predicate) overload here but it is broken
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// https://connect.microsoft.com/VisualStudio/feedback/details/1098841
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while (_queue.empty() && !_shutdown)
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{
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while (_queue.empty() && !_cancel && !_shutdown)
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_condition.wait(lock);
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}
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if (_queue.empty() || _shutdown)
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{
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if (_queue.empty() || _cancel)
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return;
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}
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value = _queue.front();
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_queue.pop();
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}
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// Clears the queue and will immediately stop any consumers
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void Cancel()
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{
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std::unique_lock<std::mutex> lock(_queueLock);
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@@ -103,11 +99,18 @@ public:
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_queue.pop();
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}
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_shutdown = true;
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_cancel = true;
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_condition.notify_all();
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}
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// Graceful stop, will wait for queue to become empty before stopping consumers
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void Shutdown()
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{
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_shutdown = true;
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_condition.notify_all();
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}
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private:
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template<typename E = T>
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typename std::enable_if<std::is_pointer<E>::value>::type DeleteQueuedObject(E& obj) { delete obj; }
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@@ -23,16 +23,11 @@ DatabaseWorker::DatabaseWorker(ProducerConsumerQueue<SQLOperation*>* newQueue, M
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{
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_connection = connection;
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_queue = newQueue;
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_cancelationToken = false;
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_workerThread = std::thread(&DatabaseWorker::WorkerThread, this);
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}
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DatabaseWorker::~DatabaseWorker()
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{
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_cancelationToken = true;
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_queue->Cancel();
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_workerThread.join();
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}
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@@ -47,7 +42,7 @@ void DatabaseWorker::WorkerThread()
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_queue->WaitAndPop(operation);
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if (_cancelationToken || !operation)
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if (!operation)
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return;
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operation->SetConnection(_connection);
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@@ -41,8 +41,6 @@ private:
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void WorkerThread();
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std::thread _workerThread;
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std::atomic<bool> _cancelationToken;
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DatabaseWorker(DatabaseWorker const& right) = delete;
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DatabaseWorker& operator=(DatabaseWorker const& right) = delete;
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};
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@@ -112,7 +112,11 @@ uint32 DatabaseWorkerPool<T>::Open()
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template <class T>
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void DatabaseWorkerPool<T>::Close()
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{
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LOG_INFO("sql.driver", "Closing down DatabasePool '{}'.", GetDatabaseName());
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LOG_INFO("sql.driver", "Closing down DatabasePool '{}'. Waiting for {} queries to finish...", GetDatabaseName(), _queue->Size());
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// Gracefully close async query queue, worker threads will block when the destructor
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// is called from the .clear() functions below until the queue is empty
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_queue->Shutdown();
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//! Closes the actualy MySQL connection.
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_connections[IDX_ASYNC].clear();
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@@ -432,6 +436,7 @@ uint32 DatabaseWorkerPool<T>::OpenConnections(InternalIndex type, uint8 numConne
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if (uint32 error = connection->Open())
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{
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// Failed to open a connection or invalid version, abort and cleanup
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_queue->Cancel();
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_connections[type].clear();
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return error;
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}
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@@ -95,11 +95,6 @@
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#include <boost/asio/ip/address.hpp>
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#include <cmath>
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namespace
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{
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TaskScheduler playersSaveScheduler;
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}
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std::atomic_long World::_stopEvent = false;
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uint8 World::_exitCode = SHUTDOWN_EXIT_CODE;
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uint32 World::m_worldLoopCounter = 0;
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@@ -2497,11 +2492,6 @@ void World::Update(uint32 diff)
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sScriptMgr->OnWorldUpdate(diff);
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}
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{
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METRIC_TIMER("world_update_time", METRIC_TAG("type", "Update playersSaveScheduler"));
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playersSaveScheduler.Update(diff);
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}
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{
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METRIC_TIMER("world_update_time", METRIC_TAG("type", "Update metrics"));
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// Stats logger update
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@@ -2691,31 +2681,6 @@ void World::ShutdownServ(uint32 time, uint32 options, uint8 exitcode, const std:
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_shutdownMask = options;
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_exitCode = exitcode;
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auto const& playersOnline = GetActiveSessionCount();
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if (time < 5 && playersOnline)
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{
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// Set time to 5s for save all players
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time = 5;
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}
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playersSaveScheduler.CancelAll();
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if (time >= 5)
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{
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playersSaveScheduler.Schedule(Seconds(time - 5), [this](TaskContext /*context*/)
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{
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if (!GetActiveSessionCount())
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{
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LOG_INFO("server", "> No players online. Skip save before shutdown");
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return;
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}
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LOG_INFO("server", "> Save players before shutdown server");
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ObjectAccessor::SaveAllPlayers();
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});
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}
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LOG_WARN("server", "Time left until shutdown/restart: {}", time);
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///- If the shutdown time is 0, set m_stopEvent (except if shutdown is 'idle' with remaining sessions)
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