mirror of
https://github.com/alliedmodders/hl2sdk.git
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368 lines
11 KiB
C++
368 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "isaverestore.h"
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#include "env_debughistory.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Number of characters worth of debug to use per history category
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#define DEBUG_HISTORY_VERSION 6
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#define DEBUG_HISTORY_FIRST_VERSIONED 5
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#define MAX_DEBUG_HISTORY_LINE_LENGTH 256
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#define MAX_DEBUG_HISTORY_LENGTH (1000 * MAX_DEBUG_HISTORY_LINE_LENGTH)
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//-----------------------------------------------------------------------------
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// Purpose: Stores debug history in savegame files for debugging reference
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//-----------------------------------------------------------------------------
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class CDebugHistory : public CBaseEntity
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{
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DECLARE_CLASS( CDebugHistory, CBaseEntity );
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public:
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DECLARE_DATADESC();
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void Spawn();
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void AddDebugHistoryLine( int iCategory, const char *szLine );
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void ClearHistories( void );
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void DumpDebugHistory( int iCategory );
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int Save( ISave &save );
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int Restore( IRestore &restore );
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private:
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char m_DebugLines[MAX_HISTORY_CATEGORIES][MAX_DEBUG_HISTORY_LENGTH];
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char *m_DebugLineEnd[MAX_HISTORY_CATEGORIES];
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};
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BEGIN_DATADESC( CDebugHistory )
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//DEFINE_FIELD( m_DebugLines, FIELD_CHARACTER ), // Not saved because we write it out manually
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//DEFINE_FIELD( m_DebugLineEnd, FIELD_CHARACTER ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( env_debughistory, CDebugHistory );
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// The handle to the debug history singleton. Created on first access via GetDebugHistory.
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static CHandle< CDebugHistory > s_DebugHistory;
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CDebugHistory::Spawn()
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{
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BaseClass::Spawn();
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#ifdef DISABLE_DEBUG_HISTORY
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UTIL_Remove( this );
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#else
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if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
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{
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UTIL_Remove( this );
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}
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else
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{
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Warning( "DEBUG HISTORY IS ENABLED. Disable before release (in env_debughistory.h).\n" );
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}
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#endif
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ClearHistories();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDebugHistory::AddDebugHistoryLine( int iCategory, const char *szLine )
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{
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if ( iCategory < 0 || iCategory >= MAX_HISTORY_CATEGORIES )
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{
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Warning("Attempted to add a debughistory line to category %d. Valid categories are %d to %d.\n", iCategory, 0, (MAX_HISTORY_CATEGORIES-1) );
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return;
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}
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// Don't do debug history before the singleton is properly set up.
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if ( !m_DebugLineEnd[iCategory] )
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return;
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const char *pszRemaining = szLine;
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int iCharsToWrite = strlen( pszRemaining ) + 1; // Add 1 so that we copy the null terminator
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// Clip the line if it's too long. Wasteful doing it this way, but keeps code below nice & simple.
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char szTmpBuffer[MAX_DEBUG_HISTORY_LINE_LENGTH];
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if ( iCharsToWrite > MAX_DEBUG_HISTORY_LINE_LENGTH)
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{
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memcpy( szTmpBuffer, szLine, sizeof(szTmpBuffer) );
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szTmpBuffer[MAX_DEBUG_HISTORY_LINE_LENGTH-1] = '\0';
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pszRemaining = szTmpBuffer;
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iCharsToWrite = MAX_DEBUG_HISTORY_LINE_LENGTH;
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}
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while ( iCharsToWrite )
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{
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int iCharsLeftBeforeLoop = sizeof(m_DebugLines[iCategory]) - (m_DebugLineEnd[iCategory] - m_DebugLines[iCategory]);
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// Write into the buffer
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int iWrote = MIN( iCharsToWrite, iCharsLeftBeforeLoop );
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memcpy( m_DebugLineEnd[iCategory], pszRemaining, iWrote );
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m_DebugLineEnd[iCategory] += iWrote;
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pszRemaining += iWrote;
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// Did we loop?
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if ( iWrote == iCharsLeftBeforeLoop )
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{
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m_DebugLineEnd[iCategory] = m_DebugLines[iCategory];
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}
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iCharsToWrite -= iWrote;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDebugHistory::DumpDebugHistory( int iCategory )
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{
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if ( iCategory < 0 || iCategory >= MAX_HISTORY_CATEGORIES )
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{
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Warning("Attempted to dump a history for category %d. Valid categories are %d to %d.\n", iCategory, 0, (MAX_HISTORY_CATEGORIES-1) );
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return;
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}
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// Find the start of the oldest whole debug line.
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const char *pszLine = m_DebugLineEnd[iCategory] + 1;
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if ( (pszLine - m_DebugLines[iCategory]) >= sizeof(m_DebugLines[iCategory]) )
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{
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pszLine = m_DebugLines[iCategory];
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}
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// Are we at the start of a line? If there's a null terminator before us, then we're good to go.
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while ( (!( pszLine == m_DebugLines[iCategory] && *(m_DebugLines[iCategory]+sizeof(m_DebugLines[iCategory])-1) == '\0' ) &&
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!( pszLine != m_DebugLines[iCategory] && *(pszLine-1) == '\0' ))
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|| *pszLine == '\0' )
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{
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pszLine++;
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// Have we looped?
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if ( (pszLine - m_DebugLines[iCategory]) >= sizeof(m_DebugLines[iCategory]) )
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{
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pszLine = m_DebugLines[iCategory];
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}
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if ( pszLine == m_DebugLineEnd[iCategory] )
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{
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// We looped through the entire history, and found nothing.
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Msg( "Debug History of Category %d is EMPTY\n", iCategory );
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return;
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}
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}
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// Now print everything up till the end
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char szMsgBuffer[MAX_DEBUG_HISTORY_LINE_LENGTH];
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char *pszMsg = szMsgBuffer;
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Msg( "Starting Debug History Dump of Category %d\n", iCategory );
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while ( pszLine != m_DebugLineEnd[iCategory] )
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{
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*pszMsg = *pszLine;
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if ( *pszLine == '\0' )
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{
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if ( szMsgBuffer[0] != '\0' )
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{
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// Found a full line, so print it
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Msg( "%s", szMsgBuffer );
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}
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// Clear the buffer
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pszMsg = szMsgBuffer;
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*pszMsg = '\0';
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}
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else
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{
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pszMsg++;
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}
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pszLine++;
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// Have we looped?
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if ( (pszLine - m_DebugLines[iCategory]) >= sizeof(m_DebugLines[iCategory]) )
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{
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pszLine = m_DebugLines[iCategory];
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}
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}
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Msg("Ended Debug History Dump of Category %d\n", iCategory );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDebugHistory::ClearHistories( void )
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{
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for ( int i = 0; i < MAX_HISTORY_CATEGORIES; i++ )
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{
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memset( m_DebugLines[i], 0, sizeof(m_DebugLines[i]) );
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m_DebugLineEnd[i] = m_DebugLines[i];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CDebugHistory::Save( ISave &save )
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{
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int iVersion = DEBUG_HISTORY_VERSION;
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save.WriteInt( &iVersion );
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int iMaxCategorys = MAX_HISTORY_CATEGORIES;
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save.WriteInt( &iMaxCategorys );
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for ( int iCategory = 0; iCategory < MAX_HISTORY_CATEGORIES; iCategory++ )
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{
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int iEnd = m_DebugLineEnd[iCategory] - m_DebugLines[iCategory];
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save.WriteInt( &iEnd );
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save.WriteData( m_DebugLines[iCategory], MAX_DEBUG_HISTORY_LENGTH );
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}
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return BaseClass::Save(save);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CDebugHistory::Restore( IRestore &restore )
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{
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ClearHistories();
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int iVersion = restore.ReadInt();
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if ( iVersion >= DEBUG_HISTORY_FIRST_VERSIONED )
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{
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int iMaxCategorys = restore.ReadInt();
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for ( int iCategory = 0; iCategory < MIN(iMaxCategorys,MAX_HISTORY_CATEGORIES); iCategory++ )
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{
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int iEnd = restore.ReadInt();
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m_DebugLineEnd[iCategory] = m_DebugLines[iCategory] + iEnd;
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restore.ReadData( m_DebugLines[iCategory], sizeof(m_DebugLines[iCategory]), 0 );
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}
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}
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else
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{
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int iMaxCategorys = iVersion;
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for ( int iCategory = 0; iCategory < MIN(iMaxCategorys,MAX_HISTORY_CATEGORIES); iCategory++ )
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{
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int iEnd = restore.ReadInt();
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m_DebugLineEnd[iCategory] = m_DebugLines[iCategory] + iEnd;
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restore.ReadData( m_DebugLines[iCategory], sizeof(m_DebugLines[iCategory]), 0 );
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}
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}
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return BaseClass::Restore(restore);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Singleton debug history. Created by first usage.
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//-----------------------------------------------------------------------------
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CDebugHistory *GetDebugHistory()
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{
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#ifdef DISABLE_DEBUG_HISTORY
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return NULL;
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#endif
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if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
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return NULL;
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if ( s_DebugHistory == NULL )
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{
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CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "env_debughistory" );
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if ( pEnt )
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{
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s_DebugHistory = dynamic_cast<CDebugHistory*>(pEnt);
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}
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else
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{
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s_DebugHistory = ( CDebugHistory * )CreateEntityByName( "env_debughistory" );
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if ( s_DebugHistory )
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{
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s_DebugHistory->Spawn();
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}
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}
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}
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Assert( s_DebugHistory );
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return s_DebugHistory;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void AddDebugHistoryLine( int iCategory, const char *pszLine )
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{
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#ifdef DISABLE_DEBUG_HISTORY
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return;
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#else
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if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
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return;
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if ( !GetDebugHistory() )
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{
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Warning("Failed to find or create an env_debughistory.\n" );
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return;
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}
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GetDebugHistory()->AddDebugHistoryLine( iCategory, pszLine );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CC_DebugHistory_AddLine( const CCommand &args )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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if ( args.ArgC() < 3 )
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{
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Warning("Incorrect parameters. Format: <category id> <line>\n");
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return;
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}
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int iCategory = atoi(args[ 1 ]);
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const char *pszLine = args[ 2 ];
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AddDebugHistoryLine( iCategory, pszLine );
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}
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static ConCommand dbghist_addline( "dbghist_addline", CC_DebugHistory_AddLine, "Add a line to the debug history. Format: <category id> <line>", FCVAR_NONE );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CC_DebugHistory_Dump( const CCommand &args )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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if ( args.ArgC() < 2 )
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{
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Warning("Incorrect parameters. Format: <category id>\n");
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return;
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}
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if ( GetDebugHistory() )
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{
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int iCategory = atoi(args[ 1 ]);
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GetDebugHistory()->DumpDebugHistory( iCategory );
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}
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}
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static ConCommand dbghist_dump("dbghist_dump", CC_DebugHistory_Dump,
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"Dump the debug history to the console. Format: <category id>\n"
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" Categories:\n"
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" 0: Entity I/O\n"
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" 1: AI Decisions\n"
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" 2: Scene Print\n"
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" 3: Alyx Blind\n"
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" 4: Log of damage done to player",
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FCVAR_NONE );
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