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@ r28293:13ab39ecefa6
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Location: cpp/openttd-patchpack/source/src/debug.cpp
r28293:13ab39ecefa6
8.6 KiB
text/x-c
Fix: [Script] Properly store the previous AsyncMode state (#11587)
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file debug.cpp Handling of printing debug messages. */
#include "stdafx.h"
#include "console_func.h"
#include "debug.h"
#include "string_func.h"
#include "fileio_func.h"
#include "settings_type.h"
#include <mutex>
#if defined(_WIN32)
#include "os/windows/win32.h"
#endif
#include "3rdparty/fmt/chrono.h"
#include "network/network_admin.h"
SOCKET _debug_socket = INVALID_SOCKET;
#include "safeguards.h"
/** Element in the queue of debug messages that have to be passed to either NetworkAdminConsole or IConsolePrint.*/
struct QueuedDebugItem {
std::string level; ///< The used debug level.
std::string message; ///< The actual formatted message.
};
std::atomic<bool> _debug_remote_console; ///< Whether we need to send data to either NetworkAdminConsole or IConsolePrint.
std::mutex _debug_remote_console_mutex; ///< Mutex to guard the queue of debug messages for either NetworkAdminConsole or IConsolePrint.
std::vector<QueuedDebugItem> _debug_remote_console_queue; ///< Queue for debug messages to be passed to NetworkAdminConsole or IConsolePrint.
std::vector<QueuedDebugItem> _debug_remote_console_queue_spare; ///< Spare queue to swap with _debug_remote_console_queue.
int _debug_driver_level;
int _debug_grf_level;
int _debug_map_level;
int _debug_misc_level;
int _debug_net_level;
int _debug_sprite_level;
int _debug_oldloader_level;
int _debug_npf_level;
int _debug_yapf_level;
int _debug_fontcache_level;
int _debug_script_level;
int _debug_sl_level;
int _debug_gamelog_level;
int _debug_desync_level;
int _debug_console_level;
#ifdef RANDOM_DEBUG
int _debug_random_level;
#endif
struct DebugLevel {
const char *name;
int *level;
};
#define DEBUG_LEVEL(x) { #x, &_debug_##x##_level }
static const DebugLevel debug_level[] = {
DEBUG_LEVEL(driver),
DEBUG_LEVEL(grf),
DEBUG_LEVEL(map),
DEBUG_LEVEL(misc),
DEBUG_LEVEL(net),
DEBUG_LEVEL(sprite),
DEBUG_LEVEL(oldloader),
DEBUG_LEVEL(npf),
DEBUG_LEVEL(yapf),
DEBUG_LEVEL(fontcache),
DEBUG_LEVEL(script),
DEBUG_LEVEL(sl),
DEBUG_LEVEL(gamelog),
DEBUG_LEVEL(desync),
DEBUG_LEVEL(console),
#ifdef RANDOM_DEBUG
DEBUG_LEVEL(random),
#endif
};
#undef DEBUG_LEVEL
/**
* Dump the available debug facility names in the help text.
* @param output_iterator The iterator to write the string to.
*/
void DumpDebugFacilityNames(std::back_insert_iterator<std::string> &output_iterator)
{
bool written = false;
for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
if (!written) {
fmt::format_to(output_iterator, "List of debug facility names:\n");
} else {
fmt::format_to(output_iterator, ", ");
}
fmt::format_to(output_iterator, i->name);
written = true;
}
if (written) {
fmt::format_to(output_iterator, "\n\n");
}
}
/**
* Internal function for outputting the debug line.
* @param level Debug category.
* @param message The message to output.
*/
void DebugPrint(const char *level, const std::string &message)
{
if (_debug_socket != INVALID_SOCKET) {
std::string msg = fmt::format("{}dbg: [{}] {}\n", GetLogPrefix(), level, message);
/* Prevent sending a message concurrently, as that might cause interleaved messages. */
static std::mutex _debug_socket_mutex;
std::lock_guard<std::mutex> lock(_debug_socket_mutex);
/* Sending out an error when this fails would be nice, however... the error
* would have to be send over this failing socket which won't work. */
send(_debug_socket, msg.c_str(), (int)msg.size(), 0);
return;
}
if (strcmp(level, "desync") == 0) {
static FILE *f = FioFOpenFile("commands-out.log", "wb", AUTOSAVE_DIR);
if (f == nullptr) return;
fmt::print(f, "{}{}\n", GetLogPrefix(), message);
fflush(f);
#ifdef RANDOM_DEBUG
} else if (strcmp(level, "random") == 0) {
static FILE *f = FioFOpenFile("random-out.log", "wb", AUTOSAVE_DIR);
if (f == nullptr) return;
fmt::print(f, "{}\n", message);
fflush(f);
#endif
} else {
fmt::print(stderr, "{}dbg: [{}] {}\n", GetLogPrefix(), level, message);
if (_debug_remote_console.load()) {
/* Only add to the queue when there is at least one consumer of the data. */
std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
_debug_remote_console_queue.push_back({ level, message });
}
}
}
/**
* Set debugging levels by parsing the text in \a s.
* For setting individual levels a string like \c "net=3,grf=6" should be used.
* If the string starts with a number, the number is used as global debugging level.
* @param s Text describing the wanted debugging levels.
* @param error_func The function to call if a parse error occurs.
*/
void SetDebugString(const char *s, void (*error_func)(const std::string &))
{
int v;
char *end;
const char *t;
/* Store planned changes into map during parse */
std::map<const char *, int> new_levels;
/* Global debugging level? */
if (*s >= '0' && *s <= '9') {
const DebugLevel *i;
v = std::strtoul(s, &end, 0);
s = end;
for (i = debug_level; i != endof(debug_level); ++i) {
new_levels[i->name] = v;
}
}
/* Individual levels */
for (;;) {
/* skip delimiters */
while (*s == ' ' || *s == ',' || *s == '\t') s++;
if (*s == '\0') break;
t = s;
while (*s >= 'a' && *s <= 'z') s++;
/* check debugging levels */
const DebugLevel *found = nullptr;
for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
if (s == t + strlen(i->name) && strncmp(t, i->name, s - t) == 0) {
found = i;
break;
}
}
if (*s == '=') s++;
v = std::strtoul(s, &end, 0);
s = end;
if (found != nullptr) {
new_levels[found->name] = v;
} else {
std::string error_string = fmt::format("Unknown debug level '{}'", std::string(t, s - t));
error_func(error_string);
return;
}
}
/* Apply the changes after parse is successful */
for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
const auto &nl = new_levels.find(i->name);
if (nl != new_levels.end()) {
*i->level = nl->second;
}
}
}
/**
* Print out the current debug-level.
* Just return a string with the values of all the debug categories.
* @return string with debug-levels
*/
std::string GetDebugString()
{
std::string result;
for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
if (!result.empty()) result += ", ";
fmt::format_to(std::back_inserter(result), "{}={}", i->name, *i->level);
}
return result;
}
/**
* Get the prefix for logs; if show_date_in_logs is enabled it returns
* the date, otherwise it returns nothing.
* @return the prefix for logs (do not free), never nullptr
*/
const char *GetLogPrefix()
{
static std::string _log_prefix;
if (_settings_client.gui.show_date_in_logs) {
_log_prefix = fmt::format("[{:%Y-%m-%d %H:%M:%S}] ", fmt::localtime(time(nullptr)));
} else {
_log_prefix.clear();
}
return _log_prefix.c_str();
}
/**
* Send the queued Debug messages to either NetworkAdminConsole or IConsolePrint from the
* GameLoop thread to prevent concurrent accesses to both the NetworkAdmin's packet queue
* as well as IConsolePrint's buffers.
*
* This is to be called from the GameLoop thread.
*/
void DebugSendRemoteMessages()
{
if (!_debug_remote_console.load()) return;
{
std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
std::swap(_debug_remote_console_queue, _debug_remote_console_queue_spare);
}
for (auto &item : _debug_remote_console_queue_spare) {
NetworkAdminConsole(item.level, item.message);
if (_settings_client.gui.developer >= 2) IConsolePrint(CC_DEBUG, "dbg: [{}] {}", item.level, item.message);
}
_debug_remote_console_queue_spare.clear();
}
/**
* Reconsider whether we need to send debug messages to either NetworkAdminConsole
* or IConsolePrint. The former is when they have enabled console handling whereas
* the latter depends on the gui.developer setting's value.
*
* This is to be called from the GameLoop thread.
*/
void DebugReconsiderSendRemoteMessages()
{
bool enable = _settings_client.gui.developer >= 2;
for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
if (as->update_frequency[ADMIN_UPDATE_CONSOLE] & ADMIN_FREQUENCY_AUTOMATIC) {
enable = true;
break;
}
}
_debug_remote_console.store(enable);
}
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