Exit() was never wired, so it was dead code either way. Wiring it correctly depends on which teardown path is running. On a normal shutdown EventSink.Shutdown fires on the game thread after the loop has stopped, which is the last chance pending work gets: results the worker already posted are sitting on a loop context nothing will pump again. So the thread is stopped, the context drained once, and queued writes are computed and applied in place. Verifies are dropped instead -- they only decide a login, and every connection is closing. On a crash there is no usable game thread, so nothing may be applied and the thread is simply stopped. Subscribed separately because HandleClosed skips InvokeShutdown when _crashed is set, which would otherwise leave the crash path unhandled entirely. Wired from AccountHandler.Initialize rather than a Configure on the worker: AssemblyHandler.AddMethods binds Static | Public, so a Configure on an internal type is never discovered. |
||
|---|---|---|
| .. | ||
| Application | ||
| BuildTool | ||
| Logger | ||
| Server | ||
| Server.Tests | ||
| UOContent | ||
| UOContent.Tests | ||