Files @ r28449:548e1fdb09a4
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Location: cpp/openttd-patchpack/source/src/debug.cpp

Rubidium
Remove: Debug redirect over network

It does not work for dedicated servers because upon starting the process to
resolve the address to redirect to gets killed. Also with all the async going
on in the network code, the debug redirection will start very late in the
process.
/*
 * 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"

#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 (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);
}