mirror of
https://github.com/vcmi/vcmi.git
synced 2025-02-03 13:01:33 +02:00
Fixes for server shutdown logic, implemented connection aborting for
local server
This commit is contained in:
parent
bb10f5a055
commit
0fc0ad238b
@ -177,6 +177,7 @@ INetworkHandler & CServerHandler::getNetworkHandler()
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void CServerHandler::startLocalServerAndConnect(bool connectToLobby)
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{
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logNetwork->trace("\tLocal server startup has been requested");
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#ifdef VCMI_MOBILE
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// mobile apps can't spawn separate processes - only thread mode is available
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serverRunner.reset(new ServerThreadRunner());
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@ -187,10 +188,11 @@ void CServerHandler::startLocalServerAndConnect(bool connectToLobby)
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serverRunner.reset(new ServerThreadRunner());
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#endif
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logNetwork->trace("\tStarting local server");
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serverRunner->start(getLocalPort(), connectToLobby);
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logNetwork->trace("\tConnecting to local server");
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connectToServer(getLocalHostname(), getLocalPort());
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logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
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logNetwork->trace("\tWaiting for connection");
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}
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void CServerHandler::connectToServer(const std::string & addr, const ui16 port)
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@ -238,6 +240,10 @@ void CServerHandler::onTimer()
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if(getState() == EClientState::CONNECTION_CANCELLED)
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{
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logNetwork->info("Connection aborted by player!");
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serverRunner->wait();
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serverRunner.reset();
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if (GH.windows().topWindow<CSimpleJoinScreen>() != nullptr)
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GH.windows().popWindows(1);
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return;
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}
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@ -301,6 +307,9 @@ EClientState CServerHandler::getState() const
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void CServerHandler::setState(EClientState newState)
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{
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if (newState == EClientState::CONNECTION_CANCELLED && serverRunner != nullptr)
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serverRunner->shutdown();
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state = newState;
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}
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@ -830,11 +839,7 @@ void CServerHandler::onPacketReceived(const std::shared_ptr<INetworkConnection>
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void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
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{
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if (serverRunner)
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{
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serverRunner->wait();
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serverRunner.reset();
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}
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waitForServerShutdown();
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if(getState() == EClientState::DISCONNECTING)
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{
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@ -865,6 +870,34 @@ void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> &
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networkConnection.reset();
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}
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void CServerHandler::waitForServerShutdown()
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{
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if (!serverRunner)
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return; // may not exist for guest in MP
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serverRunner->wait();
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int exitCode = serverRunner->exitCode();
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serverRunner.reset();
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if (exitCode == 0)
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{
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logNetwork->info("Server closed correctly");
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}
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else
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if (getState() == EClientState::CONNECTING)
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{
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showServerError(CGI->generaltexth->translate("vcmi.server.errors.existingProcess"));
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setState(EClientState::CONNECTION_CANCELLED); // stop attempts to reconnect
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}
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logNetwork->error("Error: server failed to close correctly or crashed!");
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logNetwork->error("Check log file for more info");
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}
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serverRunner.reset();
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}
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void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
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{
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if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, lobbyPack))
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@ -111,6 +111,7 @@ class CServerHandler final : public IServerAPI, public LobbyInfo, public INetwor
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std::atomic<EClientState> state;
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void threadRunNetwork();
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void waitForServerShutdown();
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void sendLobbyPack(const CPackForLobby & pack) const override;
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@ -22,58 +22,50 @@
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ServerThreadRunner::ServerThreadRunner() = default;
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ServerThreadRunner::~ServerThreadRunner() = default;
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ServerProcessRunner::ServerProcessRunner() = default;
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ServerProcessRunner::~ServerProcessRunner() = default;
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void ServerThreadRunner::start(uint16_t port, bool connectToLobby)
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{
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setThreadName("runServer");
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server = std::make_unique<CVCMIServer>(port, connectToLobby, true);
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threadRunLocalServer = boost::thread([this]{
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setThreadName("runServer");
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server->run();
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});
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}
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void ServerThreadRunner::stop()
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void ServerThreadRunner::shutdown()
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{
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server->setState(EServerState::SHUTDOWN);
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}
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int ServerThreadRunner::wait()
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void ServerThreadRunner::wait()
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{
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threadRunLocalServer.join();
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}
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int ServerThreadRunner::exitCode()
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{
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return 0;
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}
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void ServerProcessRunner::stop()
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#ifndef VCMI_MOBILE
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ServerProcessRunner::ServerProcessRunner() = default;
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ServerProcessRunner::~ServerProcessRunner() = default;
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void ServerProcessRunner::shutdown()
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{
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child->terminate();
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}
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int ServerProcessRunner::wait()
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void ServerProcessRunner::wait()
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{
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child->wait();
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}
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int ServerProcessRunner::exitCode()
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{
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return child->exit_code();
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// if (child->exit_code() == 0)
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// {
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// logNetwork->info("Server closed correctly");
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// }
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// else
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// {
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// boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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//
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// if (getState() == EClientState::CONNECTING)
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// {
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// showServerError(CGI->generaltexth->translate("vcmi.server.errors.existingProcess"));
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// setState(EClientState::CONNECTION_CANCELLED); // stop attempts to reconnect
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// }
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// logNetwork->error("Error: server failed to close correctly or crashed!");
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// logNetwork->error("Check %s for more info", logName);
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// }
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}
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void ServerProcessRunner::start(uint16_t port, bool connectToLobby)
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@ -93,4 +85,4 @@ void ServerProcessRunner::start(uint16_t port, bool connectToLobby)
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throw std::runtime_error("Failed to start server! Reason: " + ec.message());
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}
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#endif
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@ -15,21 +15,23 @@ class IServerRunner
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{
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public:
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virtual void start(uint16_t port, bool connectToLobby) = 0;
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virtual void stop() = 0;
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virtual int wait() = 0;
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virtual void shutdown() = 0;
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virtual void wait() = 0;
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virtual int exitCode() = 0;
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virtual ~IServerRunner() = default;
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};
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/// Server instance will run as a thread of client process
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/// Class that runs server instance as a thread of client process
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class ServerThreadRunner : public IServerRunner, boost::noncopyable
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{
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std::unique_ptr<CVCMIServer> server;
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boost::thread threadRunLocalServer;
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public:
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void start(uint16_t port, bool connectToLobby) override;
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void stop() override;
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int wait() override;
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void shutdown() override;
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void wait() override;
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int exitCode() override;
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ServerThreadRunner();
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~ServerThreadRunner();
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@ -41,15 +43,17 @@ namespace boost::process {
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class child;
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}
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/// Server instance will run as a separate process
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/// Class that runs server instance as a child process
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/// Available only on desktop systems where process management is allowed
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class ServerProcessRunner : public IServerRunner, boost::noncopyable
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{
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std::unique_ptr<boost::process::child> child;
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public:
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void start(uint16_t port, bool connectToLobby) override;
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void stop() override;
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int wait() override;
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void shutdown() override;
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void wait() override;
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int exitCode() override;
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ServerProcessRunner();
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~ServerProcessRunner();
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