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@ -15,7 +15,9 @@
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#include "fileio_func.h"
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#include "settings_type.h"
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#include "date_func.h"
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#include "thread.h"
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#include <array>
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#include <mutex>
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#if defined(_WIN32)
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#include "os/windows/win32.h"
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@ -32,6 +34,16 @@ SOCKET _debug_socket = INVALID_SOCKET;
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#include "safeguards.h"
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/** Element in the queue of debug messages that have to be passed to either NetworkAdminConsole or IConsolePrint.*/
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struct QueuedDebugItem {
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std::string level; ///< The used debug level.
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std::string message; ///< The actual formatted message.
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};
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std::atomic<bool> _debug_remote_console; ///< Whether we need to send data to either NetworkAdminConsole or IConsolePrint.
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std::mutex _debug_remote_console_mutex; ///< Mutex to guard the queue of debug messages for either NetworkAdminConsole or IConsolePrint.
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std::vector<QueuedDebugItem> _debug_remote_console_queue; ///< Queue for debug messages to be passed to NetworkAdminConsole or IConsolePrint.
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std::vector<QueuedDebugItem> _debug_remote_console_queue_spare; ///< Spare queue to swap with _debug_remote_console_queue.
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int _debug_driver_level;
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int _debug_grf_level;
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int _debug_map_level;
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@ -130,6 +142,11 @@ static void debug_print(const char *dbg, const char *buf)
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char buf2[1024 + 32];
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seprintf(buf2, lastof(buf2), "%sdbg: [%s] %s\n", GetLogPrefix(), dbg, buf);
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/* Prevent sending a message concurrently, as that might cause interleaved messages. */
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static std::mutex _debug_socket_mutex;
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std::lock_guard<std::mutex> lock(_debug_socket_mutex);
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/* Sending out an error when this fails would be nice, however... the error
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* would have to be send over this failing socket which won't work. */
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send(_debug_socket, buf2, (int)strlen(buf2), 0);
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@ -192,8 +209,16 @@ static void debug_print(const char *dbg, const char *buf)
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fputs(buffer, stderr);
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#endif
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NetworkAdminConsole(dbg, buf);
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IConsoleDebug(dbg, buf);
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if (_debug_remote_console.load()) {
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/* Only add to the queue when there is at least one consumer of the data. */
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if (IsNonGameThread()) {
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std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
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_debug_remote_console_queue.push_back({ dbg, buf });
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} else {
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NetworkAdminConsole(dbg, buf);
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if (_settings_client.gui.developer >= 2) IConsolePrintF(CC_DEBUG, "dbg: [%s] %s", dbg, buf);
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}
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}
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}
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/**
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@ -403,3 +428,50 @@ void LogRemoteDesyncMsg(Date date, DateFract date_fract, uint8 tick_skip_counter
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entry.src_id = src_id;
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_remote_desync_msg_log.LogMsg(std::move(entry));
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}
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/**
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* Send the queued Debug messages to either NetworkAdminConsole or IConsolePrint from the
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* GameLoop thread to prevent concurrent accesses to both the NetworkAdmin's packet queue
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* as well as IConsolePrint's buffers.
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*
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* This is to be called from the GameLoop thread.
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*/
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void DebugSendRemoteMessages()
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{
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if (!_debug_remote_console.load()) return;
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{
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std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
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std::swap(_debug_remote_console_queue, _debug_remote_console_queue_spare);
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}
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for (auto &item : _debug_remote_console_queue_spare) {
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NetworkAdminConsole(item.level.c_str(), item.message.c_str());
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if (_settings_client.gui.developer >= 2) IConsolePrintF(CC_DEBUG, "dbg: [%s] %s", item.level.c_str(), item.message.c_str());
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}
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_debug_remote_console_queue_spare.clear();
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}
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/**
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* Reconsider whether we need to send debug messages to either NetworkAdminConsole
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* or IConsolePrint. The former is when they have enabled console handling whereas
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* the latter depends on the gui.developer setting's value.
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*
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* This is to be called from the GameLoop thread.
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*/
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void DebugReconsiderSendRemoteMessages()
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{
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bool enable = _settings_client.gui.developer >= 2;
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if (!enable) {
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for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
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if (as->update_frequency[ADMIN_UPDATE_CONSOLE] & ADMIN_FREQUENCY_AUTOMATIC) {
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enable = true;
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break;
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}
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}
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}
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_debug_remote_console.store(enable);
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}
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