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@BenDol
Created December 6, 2014 12:09
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VLD Logging
int main(int argc, char* argv[])
{
VLDEnable(); // enable VDL
// Setup bad allocation handler
std::set_new_handler(badAllocationHandler);
#ifndef _WIN32
// ignore sigpipe...
struct sigaction sigh;
sigh.sa_handler = SIG_IGN;
sigh.sa_flags = 0;
sigemptyset(&sigh.sa_mask);
sigaction(SIGPIPE, &sigh, nullptr);
#endif
ServiceManager servicer;
g_dispatcher.start();
g_scheduler.start();
g_dispatcher.addTask(createTask(std::bind(mainLoader, argc, argv, &servicer)));
g_loaderSignal.wait(g_loaderUniqueLock);
if (servicer.is_running()) {
std::cout << ">> " << g_config.getString(ConfigManager::SERVER_NAME) << " Server Online!" << std::endl << std::endl;
#ifdef _WIN32
SetConsoleCtrlHandler([](DWORD) -> BOOL {
g_dispatcher.addTask(createTask([]() {
g_dispatcher.addTask(createTask(
std::bind(&Game::shutdown, &g_game)
));
g_scheduler.stop();
g_dispatcher.stop();
VLDReportLeaks(); // Tell it to report when stopped
}));
ExitThread(0);
}, 1);
#endif
servicer.run();
g_scheduler.join();
g_dispatcher.join();
} else {
std::cout << ">> No services running. The server is NOT online." << std::endl;
g_dispatcher.addTask(createTask([]() {
g_dispatcher.addTask(createTask([]() {
g_scheduler.shutdown();
g_dispatcher.shutdown();
}));
g_scheduler.stop();
g_dispatcher.stop();
}));
g_scheduler.join();
g_dispatcher.join();
}
return 0;
}
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