mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
293 lines
8.6 KiB
C++
293 lines
8.6 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file debug.cpp Handling of printing debug messages. */
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#include "stdafx.h"
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#include "console_func.h"
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#include "debug.h"
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#include "string_func.h"
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#include "fileio_func.h"
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#include "settings_type.h"
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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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#endif
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#include "3rdparty/fmt/chrono.h"
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#include "network/network_admin.h"
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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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int _debug_misc_level;
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int _debug_net_level;
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int _debug_sprite_level;
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int _debug_oldloader_level;
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int _debug_npf_level;
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int _debug_yapf_level;
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int _debug_fontcache_level;
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int _debug_script_level;
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int _debug_sl_level;
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int _debug_gamelog_level;
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int _debug_desync_level;
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int _debug_console_level;
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#ifdef RANDOM_DEBUG
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int _debug_random_level;
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#endif
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struct DebugLevel {
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const char *name;
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int *level;
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};
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#define DEBUG_LEVEL(x) { #x, &_debug_##x##_level }
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static const DebugLevel debug_level[] = {
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DEBUG_LEVEL(driver),
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DEBUG_LEVEL(grf),
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DEBUG_LEVEL(map),
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DEBUG_LEVEL(misc),
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DEBUG_LEVEL(net),
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DEBUG_LEVEL(sprite),
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DEBUG_LEVEL(oldloader),
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DEBUG_LEVEL(npf),
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DEBUG_LEVEL(yapf),
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DEBUG_LEVEL(fontcache),
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DEBUG_LEVEL(script),
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DEBUG_LEVEL(sl),
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DEBUG_LEVEL(gamelog),
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DEBUG_LEVEL(desync),
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DEBUG_LEVEL(console),
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#ifdef RANDOM_DEBUG
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DEBUG_LEVEL(random),
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#endif
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};
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#undef DEBUG_LEVEL
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/**
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* Dump the available debug facility names in the help text.
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* @param output_iterator The iterator to write the string to.
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*/
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void DumpDebugFacilityNames(std::back_insert_iterator<std::string> &output_iterator)
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{
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bool written = false;
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for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
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if (!written) {
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fmt::format_to(output_iterator, "List of debug facility names:\n");
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} else {
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fmt::format_to(output_iterator, ", ");
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}
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fmt::format_to(output_iterator, i->name);
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written = true;
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}
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if (written) {
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fmt::format_to(output_iterator, "\n\n");
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}
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}
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/**
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* Internal function for outputting the debug line.
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* @param level Debug category.
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* @param message The message to output.
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*/
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void DebugPrint(const char *level, const std::string &message)
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{
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if (_debug_socket != INVALID_SOCKET) {
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std::string msg = fmt::format("{}dbg: [{}] {}\n", GetLogPrefix(), level, message);
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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, msg.c_str(), (int)msg.size(), 0);
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return;
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}
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if (strcmp(level, "desync") == 0) {
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static FILE *f = FioFOpenFile("commands-out.log", "wb", AUTOSAVE_DIR);
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if (f == nullptr) return;
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fmt::print(f, "{}{}\n", GetLogPrefix(), message);
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fflush(f);
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#ifdef RANDOM_DEBUG
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} else if (strcmp(level, "random") == 0) {
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static FILE *f = FioFOpenFile("random-out.log", "wb", AUTOSAVE_DIR);
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if (f == nullptr) return;
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fmt::print(f, "{}\n", message);
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fflush(f);
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#endif
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} else {
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fmt::print(stderr, "{}dbg: [{}] {}\n", GetLogPrefix(), level, message);
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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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std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
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_debug_remote_console_queue.push_back({ level, message });
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}
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}
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}
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/**
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* Set debugging levels by parsing the text in \a s.
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* For setting individual levels a string like \c "net=3,grf=6" should be used.
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* If the string starts with a number, the number is used as global debugging level.
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* @param s Text describing the wanted debugging levels.
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* @param error_func The function to call if a parse error occurs.
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*/
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void SetDebugString(const char *s, void (*error_func)(const std::string &))
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{
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int v;
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char *end;
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const char *t;
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/* Store planned changes into map during parse */
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std::map<const char *, int> new_levels;
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/* Global debugging level? */
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if (*s >= '0' && *s <= '9') {
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const DebugLevel *i;
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v = std::strtoul(s, &end, 0);
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s = end;
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for (i = debug_level; i != endof(debug_level); ++i) {
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new_levels[i->name] = v;
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}
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}
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/* Individual levels */
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for (;;) {
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/* skip delimiters */
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while (*s == ' ' || *s == ',' || *s == '\t') s++;
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if (*s == '\0') break;
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t = s;
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while (*s >= 'a' && *s <= 'z') s++;
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/* check debugging levels */
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const DebugLevel *found = nullptr;
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for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
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if (s == t + strlen(i->name) && strncmp(t, i->name, s - t) == 0) {
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found = i;
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break;
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}
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}
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if (*s == '=') s++;
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v = std::strtoul(s, &end, 0);
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s = end;
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if (found != nullptr) {
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new_levels[found->name] = v;
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} else {
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std::string error_string = fmt::format("Unknown debug level '{}'", std::string(t, s - t));
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error_func(error_string);
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return;
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}
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}
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/* Apply the changes after parse is successful */
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for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
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const auto &nl = new_levels.find(i->name);
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if (nl != new_levels.end()) {
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*i->level = nl->second;
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}
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}
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}
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/**
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* Print out the current debug-level.
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* Just return a string with the values of all the debug categories.
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* @return string with debug-levels
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*/
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std::string GetDebugString()
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{
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std::string result;
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for (const DebugLevel *i = debug_level; i != endof(debug_level); ++i) {
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if (!result.empty()) result += ", ";
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fmt::format_to(std::back_inserter(result), "{}={}", i->name, *i->level);
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}
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return result;
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}
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/**
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* Get the prefix for logs; if show_date_in_logs is enabled it returns
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* the date, otherwise it returns nothing.
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* @return the prefix for logs (do not free), never nullptr
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*/
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const char *GetLogPrefix()
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{
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static std::string _log_prefix;
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if (_settings_client.gui.show_date_in_logs) {
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_log_prefix = fmt::format("[{:%Y-%m-%d %H:%M:%S}] ", fmt::localtime(time(nullptr)));
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} else {
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_log_prefix.clear();
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}
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return _log_prefix.c_str();
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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, item.message);
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if (_settings_client.gui.developer >= 2) IConsolePrint(CC_DEBUG, "dbg: [{}] {}", item.level, item.message);
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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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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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_debug_remote_console.store(enable);
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}
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