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// Copyright Epic Games, Inc. All Rights Reserved.
#include "up.h"
#include <zencore/filesystem.h>
#include <zencore/logging.h>
#include <zenutil/zenserverprocess.h>
#include <memory>
namespace zen {
UpCommand::UpCommand()
{
}
UpCommand::~UpCommand() = default;
int
UpCommand::Run(const ZenCliOptions& GlobalOptions, int argc, char** argv)
{
ZEN_UNUSED(GlobalOptions, argc, argv);
std::filesystem::path ExePath = zen::GetRunningExecutablePath();
ZenServerEnvironment ServerEnvironment;
ServerEnvironment.Initialize(ExePath.parent_path());
ZenServerInstance Server(ServerEnvironment);
Server.SpawnServer();
int Timeout = 10000;
if (!Server.WaitUntilReady(Timeout))
{
ZEN_ERROR("zen server launch failed (timed out)");
}
else
{
ZEN_INFO("zen server up");
}
return 0;
}
//////////////////////////////////////////////////////////////////////////
DownCommand::DownCommand()
{
}
DownCommand::~DownCommand() = default;
int
DownCommand::Run(const ZenCliOptions& GlobalOptions, int argc, char** argv)
{
ZEN_UNUSED(GlobalOptions, argc, argv);
int ListenPort = 1337;
// Discover executing instances
ZenServerState Instance;
Instance.Initialize();
ZenServerState::ZenServerEntry* Entry = Instance.Lookup(ListenPort);
if (!Entry)
{
ZEN_WARN("no zen server to bring down");
return 0;
}
try
{
std::filesystem::path ExePath = zen::GetRunningExecutablePath();
ZenServerEnvironment ServerEnvironment;
ServerEnvironment.Initialize(ExePath.parent_path());
ZenServerInstance Server(ServerEnvironment);
Server.AttachToRunningServer(ListenPort);
ZEN_INFO("attached to server on port {}, requesting shutdown", ListenPort);
Server.Shutdown();
ZEN_INFO("shutdown complete");
return 0;
}
catch (std::exception& Ex)
{
ZEN_DEBUG("Exception caught when requesting shutdown: {}", Ex.what());
}
// Since we cannot obtain a handle to the process we are unable to block on the process
// handle to determine when the server has shut down. Thus we signal that we would like
// a shutdown via the shutdown flag and then
Entry->SignalShutdownRequest();
return 0;
}
} // namespace zen
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