mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
231 lines
8.3 KiB
C++
231 lines
8.3 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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#include <rulesets/mind/AwareMindFactory.h>
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// Copyright (C) 2001 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#include "ClientConnection.h"
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#include "PossessionClient.h"
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#include "rulesets/Python_API.h"
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#include "rulesets/PythonScriptFactory.h"
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#include "common/sockets.h"
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#include "common/Inheritance.h"
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#include "common/SystemTime.h"
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#include "common/system.h"
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#include "common/RuleTraversalTask.h"
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#define _GLIBCXX_USE_NANOSLEEP 1
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#include <sys/prctl.h>
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#include <common/AssetsManager.h>
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#include <common/FileSystemObserver.h>
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#include <common/Think.h>
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using Atlas::Message::MapType;
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using Atlas::Objects::Root;
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using Atlas::Objects::Operation::Login;
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using Atlas::Objects::Operation::Logout;
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using Atlas::Objects::Operation::Create;
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using Atlas::Objects::Entity::RootEntity;
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using Atlas::Objects::Entity::Anonymous;
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static void usage(const char* prgname)
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{
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std::cout << "usage: " << prgname << " [ local_socket_path ]" << std::endl << std::flush;
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}
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STRING_OPTION(server, "localhost", "aiclient", "serverhost", "Hostname of the server to connect to");
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STRING_OPTION(account, "", "aiclient", "account", "Account name to use to authenticate to the server");
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STRING_OPTION(password, "", "aiclient", "password", "Password to use to authenticate to the server");
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static bool debug_flag = false;
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static int tryToConnect(PossessionClient& possessionClient)
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{
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if (possessionClient.connectLocal(client_socket_name) == 0) {
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log(INFO, String::compose("Connected to server at %1.", client_socket_name));
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Root systemAccountResponse = possessionClient.createSystemAccount();
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if (!systemAccountResponse.isValid()) {
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return -2;
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}
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if (!systemAccountResponse->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
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std::cerr << "ERROR: Logged in, but account has no id" << std::endl << std::flush;
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} else {
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int rulesCounter = 0;
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log(INFO, "Requesting rules from server");
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std::function<bool(const Atlas::Objects::Root&)> inheritenceFn = [&](const Atlas::Objects::Root& root) -> bool {
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Inheritance::instance().addChild(root);
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rulesCounter++;
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return true;
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};
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possessionClient.runTask(new RuleTraversalTask(systemAccountResponse->getId(), inheritenceFn), "game_entity");
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possessionClient.pollUntilTaskComplete();
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log(INFO, String::compose("Completed receiving %1 rules from server", rulesCounter));
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possessionClient.createAccount(systemAccountResponse->getId());
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}
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return 0;
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} else {
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return -1;
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}
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}
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int main(int argc, char** argv)
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{
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//Kill ourselves if our parent is killed.
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prctl(PR_SET_PDEATHSIG, SIGTERM);
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interactive_signals();
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int config_status = loadConfig(argc, argv, USAGE_AICLIENT);
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if (config_status < 0) {
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if (config_status == CONFIG_VERSION) {
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reportVersion(argv[0]);
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return 0;
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} else if (config_status == CONFIG_HELP) {
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showUsage(argv[0], USAGE_AICLIENT, "[ local_socket_path ]");
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return 0;
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} else if (config_status != CONFIG_ERROR) {
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log(ERROR, "Unknown error reading configuration.");
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}
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// Fatal error loading config file
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return 1;
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}
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int optind = config_status;
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assert(optind <= argc);
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if (optind == (argc - 1)) {
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std::string arg(argv[optind]);
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} else if (optind != argc) {
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usage(argv[0]);
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return 1;
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}
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boost::asio::io_service io_service;
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FileSystemObserver file_system_observer(io_service);
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AssetsManager assets_manager(file_system_observer);
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assets_manager.init();
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init_python_api(ruleset_name, false);
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observe_python_directories(io_service, assets_manager);
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SystemTime time{};
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time.update();
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AwareMindFactory mindFactory;
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// MindFactory mindFactory;
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// AwareMindFactory awareMindFactory;
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//TODO: perhaps don't hardcode this; instead allowing for different classes for different minds?
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std::string script_package = "mind.NPCMind";
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std::string script_class = "NPCMind";
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if (mindFactory.m_scriptFactory != nullptr) {
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if (mindFactory.m_scriptFactory->package() != script_package) {
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delete mindFactory.m_scriptFactory;
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mindFactory.m_scriptFactory = nullptr;
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}
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}
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if (mindFactory.m_scriptFactory == nullptr) {
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auto* psf = new PythonScriptFactory<BaseMind>(script_package, script_class);
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if (psf->setup() == 0) {
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log(INFO, String::compose("Initialized mind code with Python class %1.%2.", script_package, script_class));
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mindFactory.m_scriptFactory = psf;
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} else {
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log(ERROR, String::compose("Python class \"%1.%2\" failed to load", script_package, script_class));
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delete psf;
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}
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}
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std::unique_ptr<PossessionClient> possessionClient(new PossessionClient(mindFactory));
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python_reload_scripts.connect([&]() {
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mindFactory.m_scriptFactory->refreshClass();
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if (possessionClient) {
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auto& minds = possessionClient->getMinds();
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for (auto& entry : minds) {
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auto entity = entry.second;
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//First store all thoughts
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Atlas::Objects::Operation::Think think;
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think->setArgs1(Atlas::Objects::Operation::Get());
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OpVector res;
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entity->operation(think, res);
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mindFactory.m_scriptFactory->addScript(entity);
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//After updating the script restore all thoughts
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OpVector ignoresRes;
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for (auto& op : res) {
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entity->operation(op, ignoresRes);
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}
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}
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}
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});
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log(INFO, "Trying to connect to server.");
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while (tryToConnect(*possessionClient) != 0 && !exit_flag) {
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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}
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while (!exit_flag) {
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try {
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double secondsUntilNextOp = possessionClient->secondsUntilNextOp();
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boost::posix_time::microseconds waitTime((long long) (secondsUntilNextOp * 1000000));
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//Handle file system changes
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io_service.poll();
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int netResult = possessionClient->pollOne(waitTime);
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if (netResult >= 0) {
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//As long as we're connected we'll keep on processing minds
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possessionClient->idle();
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possessionClient->markQueueAsClean();
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} else if (!exit_flag) {
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log(ERROR, "Disconnected from server; will try to reconnect every one second.");
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//We're disconnected. We'll now enter a loop where we'll try to reconnect at an interval.
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//First we need to shut down the current client. Perhaps we could find a way to persist the minds in a better way?
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possessionClient.reset();
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possessionClient.reset(new PossessionClient(mindFactory));
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while (tryToConnect(*possessionClient) != 0 && !exit_flag) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1000));
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}
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}
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// It is hoped that commonly thrown exception, particularly
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// exceptions that can be caused by external influences
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// should be caught close to where they are thrown. If
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// an exception makes it here then it should be debugged.
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} catch (const std::exception& e) {
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log(ERROR, String::compose("Exception caught in main(): %1", e.what()));
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} catch (...) {
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log(ERROR, "Exception caught in main()");
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}
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}
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log(INFO, "Shutting down.");
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}
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