(svn r14772) -Codechange: make the "dump log of game to reproduce" desync debug stuff a runtime configurable debug option instead of a compile time option.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 16 years ago
parent ad1c52abf8
commit 3c6add5293

@ -1357,10 +1357,7 @@ make_cflags_and_ldflags() {
CFLAGS="$CFLAGS -DNDEBUG"
fi
if [ "$enable_desync_debug" = "1" ]; then
CFLAGS="$CFLAGS -DDEBUG_DUMP_COMMANDS"
fi
if [ "$enable_desync_debug" = "2" ]; then
if [ "$enable_desync_debug" != "0" ]; then
CFLAGS="$CFLAGS -DRANDOM_DEBUG"
fi

@ -66,6 +66,58 @@ Please include the following information in your bug report:
the bug. That way we can fix it quicker by looking at the
changes made.
2.2) Reporting Desyncs:
---- ------------------
As desyncs are hard to make reproducable OpenTTD has the ability to log all
actions done by clients so we can replay the whole game in an effort to make
desyncs better reproducable. You need to turn this ability on. When turned
on an automatic savegame will be made once the map has been constructed in
the 'save/autosave' directory, see OpenTTD directories to know where to find
this directory. Furthermore the log file 'commands-out.log' will be created
and all actions will be written to there.
To enable the desync debugging you need to set the debug level for 'desync'
to at least 1. You do this by starting OpenTTD with '-d desync=<level>' as
parameter or by typing 'debug_level desync=<level>' in OpenTTD's internal
console.
The desync debug levels are:
0: nothing.
1: dumping of commands to 'commands-out.log'.
2: same as 1 plus checking vehicle caches and dumping that too.
3: same as 2 plus monthly saves in autosave.
4 and higher: same as 3
Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
have to occasionally remove them yourself!
The naming format of the desync savegames is as follows:
dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
of the generation seed of the game and YYYYYYYY is the hexadecimal
representation of the date of the game. This sorts the savegames by game and
then by date making it easier to find the right savegames.
When a desync has occurred with the desync debugging turned on you should file
a bug report with the following files attached:
- commands-out.log as it contains all the commands that were done
- the last saved savegame (search for the last line beginning with
'save: dmp_cmds_' in commands-out.log). We use this savegame to check
whether we can quickly reproduce the desync. Otherwise we will need...
- the first saved savegame (search for the first line beginning with 'save'
where the first part, up to the last underscore '_', is the same). We need
this savegame to be able to reproduce the bug when the last savegame is not
old enough. If you loaded a scenario or savegame you need to attach that.
- optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
95% of the game's progression. We can use these savegames to speed up the
reproduction of the desync, but we should be able to reproduce these
savegames based on the first savegame and commands-out.log.
- in case you use any NewGRFs you should attach the ones you used unless
we can easily find them ourselves via e.g. grfcrawler or when they are
in the OpenTTDCoop pack.
Do NOT remove the dmp_cmds savegames of a desync you have reported until the
desync has been fixed; if you, by accident, send us the wrong savegames we
will not be able to reproduce the desync and thus will be unable to fix it.
3.0) Supported Platforms:
---- --------------------

@ -583,7 +583,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallbac
return true;
}
#endif /* ENABLE_NETWORK */
DebugDumpCommands("ddc:cmd:%d;%d;%d;%d;%d;%d;%d;%s\n", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd, text);
DEBUG(desync, 1, "cmd: %08x; %08x; %1x; %06x; %08x; %08x; %04x; %s\n", _date, _date_fract, (int)_current_company, tile, p1, p2, cmd & ~CMD_NETWORK_COMMAND, text);
/* update last build coordinate of company. */
if (tile != 0 && IsValidCompanyID(_current_company)) {

@ -15,9 +15,7 @@
#include "vehicle_base.h"
#include "debug.h"
#include "rail_gui.h"
#ifdef DEBUG_DUMP_COMMANDS
#include "saveload.h"
#endif
Year _cur_year;
Month _cur_month;
@ -244,12 +242,12 @@ void IncreaseDate()
/* yes, call various monthly loops */
if (_game_mode != GM_MENU) {
#ifdef DEBUG_DUMP_COMMANDS
char name[MAX_PATH];
snprintf(name, lengthof(name), "dmp_cmds_%d.sav", _date);
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
DebugDumpCommands("ddc:save:%s\n", name);
#endif /* DUMP_COMMANDS */
if (_debug_desync_level > 2) {
char name[MAX_PATH];
snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
}
if (_settings_client.gui.autosave != 0 && (_cur_month % _autosave_months[_settings_client.gui.autosave]) == 0) {
_do_autosave = true;
RedrawAutosave();

@ -10,6 +10,7 @@
#include "debug.h"
#include "string_func.h"
#include "network/core/core.h"
#include "fileio_func.h"
#if defined(ENABLE_NETWORK)
SOCKET _debug_socket = INVALID_SOCKET;
@ -31,6 +32,7 @@ int _debug_freetype_level;
int _debug_sl_level;
int _debug_station_level;
int _debug_gamelog_level;
int _debug_desync_level;
struct DebugLevel {
@ -56,6 +58,7 @@ struct DebugLevel {
DEBUG_LEVEL(sl),
DEBUG_LEVEL(station),
DEBUG_LEVEL(gamelog),
DEBUG_LEVEL(desync),
};
#undef DEBUG_LEVEL
@ -71,7 +74,7 @@ static void debug_print(const char *dbg, const char *buf)
send(_debug_socket, buf2, (int)strlen(buf2), 0);
} else
#endif /* ENABLE_NETWORK */
{
if (strcmp(dbg, "desync") != 0) {
#if defined(WINCE)
/* We need to do OTTD2FS twice, but as it uses a static buffer, we need to store one temporary */
TCHAR tbuf[512];
@ -81,6 +84,12 @@ static void debug_print(const char *dbg, const char *buf)
fprintf(stderr, "dbg: [%s] %s\n", dbg, buf);
#endif
IConsoleDebug(dbg, buf);
} else {
static FILE *f = FioFOpenFile("commands-out.log", "wb", AUTOSAVE_DIR);
if (f == NULL) return;
fprintf(f, "%s", buf);
fflush(f);
}
}
@ -168,20 +177,3 @@ const char *GetDebugString()
return dbgstr;
}
#ifdef DEBUG_DUMP_COMMANDS
#include "fileio_func.h"
void CDECL DebugDumpCommands(const char *s, ...)
{
static FILE *f = FioFOpenFile("commands-out.log", "wb", AUTOSAVE_DIR);
if (f == NULL) return;
va_list va;
va_start(va, s);
vfprintf(f, s, va);
va_end(va);
fflush(f);
}
#endif /* DEBUG_DUMP_COMMANDS */

@ -48,6 +48,7 @@
extern int _debug_sl_level;
extern int _debug_station_level;
extern int _debug_gamelog_level;
extern int _debug_desync_level;
void CDECL debug(const char *dbg, ...);
#endif /* NO_DEBUG_MESSAGES */
@ -101,16 +102,4 @@ const char *GetDebugString();
void ShowInfo(const char *str);
void CDECL ShowInfoF(const char *str, ...);
#ifdef DEBUG_DUMP_COMMANDS
void CDECL DebugDumpCommands(const char *s, ...);
#else /* DEBUG_DUMP_COMMANDS */
/* when defined as an empty function with variable argument list,
* it can't be inlined - so define it as an empty macro */
#if defined(__GNUC__) && (__GNUC__ < 3)
#define DebugDumpCommands(s, args...)
#else
#define DebugDumpCommands(s, ...)
#endif
#endif /* DEBUG_DUMP_COMMANDS */
#endif /* DEBUG_H */

@ -26,6 +26,7 @@
#include "newgrf_storage.h"
#include "water.h"
#include "tilehighlight_func.h"
#include "saveload.h"
#include "table/sprites.h"
@ -163,8 +164,14 @@ static void _GenerateWorld(void *arg)
MarkWholeScreenDirty();
if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
DEBUG(desync, 1, "new_map: %i\n", _settings_game.game_creation.generation_seed);
if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, CMD_PAUSE);
if (_debug_desync_level > 0) {
char name[MAX_PATH];
snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
}
} catch (...) {
_generating_world = false;
throw;

@ -213,7 +213,7 @@ void NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_sen
SetDParam(2, data);
GetString(message, strid, lastof(message));
DebugDumpCommands("ddc:cmsg:%d;%d;%s\n", _date, _date_fract, message);
DEBUG(desync, 1, "msg: %d; %d; %s\n", _date, _date_fract, message);
IConsolePrintF(color, "%s", message);
NetworkAddChatMessage(color, duration, "%s", message);
}
@ -964,7 +964,7 @@ static bool NetworkDoClientLoop()
if (_sync_seed_1 != _random.state[0]) {
#endif
NetworkError(STR_NETWORK_ERR_DESYNC);
DebugDumpCommands("ddc:serr:%d;%d\n", _date, _date_fract);
DEBUG(desync, 1, "sync_err: %d; %d\n", _date, _date_fract);
DEBUG(net, 0, "Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, GetNetworkClientSocket(0));
return false;
@ -1032,10 +1032,10 @@ void NetworkGameLoop()
char buff[4096];
if (fgets(buff, lengthof(buff), f) == NULL) break;
if (strncmp(buff, "ddc:cmd:", 8) != 0) continue;
if (strncmp(buff, "cmd: ", 8) != 0) continue;
cp = MallocT<CommandPacket>(1);
int company;
sscanf(&buff[8], "%d;%d;%d;%d;%d;%d;%d;%s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
sscanf(&buff[8], "%d; %d; %d; %d; %d; %d; %d; %s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
cp->company = (CompanyID)company;
}
#endif /* DEBUG_DUMP_COMMANDS */

@ -102,8 +102,6 @@ void NetworkExecuteCommand(CommandPacket *cp)
cp->callback = 0;
}
DebugDumpCommands("ddc:cmd:%d;%d;%d;%d;%d;%d;%d;%s\n", _date, _date_fract, (int)cp->company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text);
DoCommandP(cp->tile, cp->p1, cp->p2, cp->cmd | CMD_NETWORK_COMMAND, _callback_table[cp->callback], cp->text, cp->my_cmd);
}

@ -1029,53 +1029,53 @@ void StateGameLoop()
CallWindowTickEvent();
NewsLoop();
} else {
#ifdef DEBUG_DUMP_COMMANDS
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v != v->First()) continue;
switch (v->type) {
case VEH_ROAD: {
extern byte GetRoadVehLength(const Vehicle *v);
if (GetRoadVehLength(v) != v->u.road.cached_veh_length) {
printf("cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
}
} break;
if (_debug_desync_level > 1) {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v != v->First()) continue;
switch (v->type) {
case VEH_ROAD: {
extern byte GetRoadVehLength(const Vehicle *v);
if (GetRoadVehLength(v) != v->u.road.cached_veh_length) {
DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
}
} break;
case VEH_TRAIN: {
uint length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) length++;
case VEH_TRAIN: {
uint length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) length++;
VehicleRail *wagons = MallocT<VehicleRail>(length);
length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) wagons[length++] = u->u.rail;
VehicleRail *wagons = MallocT<VehicleRail>(length);
length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) wagons[length++] = u->u.rail;
TrainConsistChanged(v, true);
TrainConsistChanged(v, true);
length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (memcmp(&wagons[length], &u->u.rail, sizeof(VehicleRail)) != 0) {
printf("cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (memcmp(&wagons[length], &u->u.rail, sizeof(VehicleRail)) != 0) {
DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
}
length++;
}
length++;
}
free(wagons);
} break;
free(wagons);
} break;
case VEH_AIRCRAFT: {
uint speed = v->u.air.cached_max_speed;
UpdateAircraftCache(v);
if (speed != v->u.air.cached_max_speed) {
printf("cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
}
} break;
case VEH_AIRCRAFT: {
uint speed = v->u.air.cached_max_speed;
UpdateAircraftCache(v);
if (speed != v->u.air.cached_max_speed) {
DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
}
} break;
default:
break;
default:
break;
}
}
}
#endif
/* All these actions has to be done from OWNER_NONE
* for multiplayer compatibility */

@ -1687,6 +1687,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
/* General tactic is to first save the game to memory, then use an available writer
* to write it to file, either in threaded mode if possible, or single-threaded */
if (mode == SL_SAVE) { /* SAVE game */
DEBUG(desync, 1, "save: %s\n", filename);
fmt = GetSavegameFormat("memory"); // write to memory
_sl.write_bytes = fmt->writer;
@ -1714,7 +1715,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
}
} else { /* LOAD game */
assert(mode == SL_LOAD);
DebugDumpCommands("ddc:load:%s\n", filename);
DEBUG(desync, 1, "load: %s\n", filename);
if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);

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