text: 
  #include "trick/VariableServer.hh"
  #include "trick/message_proto.h"
  #include "trick/message_type.h"
  #include "trick/tc_proto.h"
  
  int Trick::VariableServer::restart() {
      listen_thread.restart() ;
      if ( listen_thread.get_pthread_id() == 0 ) {
          listen_thread.create_thread() ;
      }
      std::map < pthread_t , VariableServerListenThread * >::iterator it ;
      for( it = additional_listen_threads.begin() ; it != additional_listen_threads.end() ; it++ ) {
          (*it).second->restart() ;
      }
      return 0 ;
  }
  
  // =====================================================================================
  // The following two functions work together to allow a MemoryManager (ASCII) checkpoint
  // to be reloaded while a variable server client is connected.
  // =====================================================================================
  
  // Suspend variable server processing prior to reloading a checkpoint.
  int Trick::VariableServer::suspendPreCheckpointReload() {
      std::map<pthread_t, VariableServerThread*>::iterator pos ;
  
      listen_thread.pause_listening() ;
  
      pthread_mutex_lock(&map_mutex) ;
      for ( pos = var_server_threads.begin() ; pos != var_server_threads.end() ; pos++ ) {
          VariableServerThread* vst = (*pos).second ;
          vst->preload_checkpoint() ;
      }
      pthread_mutex_unlock(&map_mutex) ;
  
      return 0;
  }
  
  // Resume variable server processing after reloading a MemoryManager (ASCII) checkpoint.
  int Trick::VariableServer::resumePostCheckpointReload() {
      std::map<pthread_t, VariableServerThread*>::iterator pos ;
  
      pthread_mutex_lock(&map_mutex) ;
      // For each Variable Server Thread ...
      for ( pos = var_server_threads.begin() ; pos != var_server_threads.end() ; pos++ ) {
          VariableServerThread* vst = (*pos).second ;
          vst->restart() ;
      }
      pthread_mutex_unlock(&map_mutex) ;
  
      listen_thread.restart_listening() ;
  
      return 0;
  }
  