Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "isaverestore.h"
#include "env_debughistory.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Number of characters worth of debug to use per history category
#define DEBUG_HISTORY_VERSION 6
#define DEBUG_HISTORY_FIRST_VERSIONED 5
#define MAX_DEBUG_HISTORY_LINE_LENGTH 256
#define MAX_DEBUG_HISTORY_LENGTH (1000 * MAX_DEBUG_HISTORY_LINE_LENGTH)
//-----------------------------------------------------------------------------
// Purpose: Stores debug history in savegame files for debugging reference
//-----------------------------------------------------------------------------
class CDebugHistory : public CBaseEntity
{
DECLARE_CLASS( CDebugHistory, CBaseEntity );
public:
DECLARE_DATADESC();
void Spawn();
void AddDebugHistoryLine( int iCategory, const char *szLine );
void ClearHistories( void );
void DumpDebugHistory( int iCategory );
int Save( ISave &save );
int Restore( IRestore &restore );
private:
char m_DebugLines[MAX_HISTORY_CATEGORIES][MAX_DEBUG_HISTORY_LENGTH];
char *m_DebugLineEnd[MAX_HISTORY_CATEGORIES];
};
BEGIN_DATADESC( CDebugHistory )
//DEFINE_FIELD( m_DebugLines, FIELD_CHARACTER ), // Not saved because we write it out manually
//DEFINE_FIELD( m_DebugLineEnd, FIELD_CHARACTER ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( env_debughistory, CDebugHistory );
// The handle to the debug history singleton. Created on first access via GetDebugHistory.
static CHandle< CDebugHistory > s_DebugHistory;
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CDebugHistory::Spawn()
{
BaseClass::Spawn();
#ifdef DISABLE_DEBUG_HISTORY
UTIL_Remove( this );
#else
if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
{
UTIL_Remove( this );
}
else
{
Warning( "DEBUG HISTORY IS ENABLED. Disable before release (in env_debughistory.h).\n" );
}
#endif
ClearHistories();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDebugHistory::AddDebugHistoryLine( int iCategory, const char *szLine )
{
if ( iCategory < 0 || iCategory >= MAX_HISTORY_CATEGORIES )
{
Warning("Attempted to add a debughistory line to category %d. Valid categories are %d to %d.\n", iCategory, 0, (MAX_HISTORY_CATEGORIES-1) );
return;
}
// Don't do debug history before the singleton is properly set up.
if ( !m_DebugLineEnd[iCategory] )
return;
const char *pszRemaining = szLine;
int iCharsToWrite = strlen( pszRemaining ) + 1; // Add 1 so that we copy the null terminator
// Clip the line if it's too long. Wasteful doing it this way, but keeps code below nice & simple.
char szTmpBuffer[MAX_DEBUG_HISTORY_LINE_LENGTH];
if ( iCharsToWrite > MAX_DEBUG_HISTORY_LINE_LENGTH)
{
memcpy( szTmpBuffer, szLine, sizeof(szTmpBuffer) );
szTmpBuffer[MAX_DEBUG_HISTORY_LINE_LENGTH-1] = '\0';
pszRemaining = szTmpBuffer;
iCharsToWrite = MAX_DEBUG_HISTORY_LINE_LENGTH;
}
while ( iCharsToWrite )
{
int iCharsLeftBeforeLoop = sizeof(m_DebugLines[iCategory]) - (m_DebugLineEnd[iCategory] - m_DebugLines[iCategory]);
// Write into the buffer
int iWrote = MIN( iCharsToWrite, iCharsLeftBeforeLoop );
memcpy( m_DebugLineEnd[iCategory], pszRemaining, iWrote );
m_DebugLineEnd[iCategory] += iWrote;
pszRemaining += iWrote;
// Did we loop?
if ( iWrote == iCharsLeftBeforeLoop )
{
m_DebugLineEnd[iCategory] = m_DebugLines[iCategory];
}
iCharsToWrite -= iWrote;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDebugHistory::DumpDebugHistory( int iCategory )
{
if ( iCategory < 0 || iCategory >= MAX_HISTORY_CATEGORIES )
{
Warning("Attempted to dump a history for category %d. Valid categories are %d to %d.\n", iCategory, 0, (MAX_HISTORY_CATEGORIES-1) );
return;
}
// Find the start of the oldest whole debug line.
const char *pszLine = m_DebugLineEnd[iCategory] + 1;
if ( (pszLine - m_DebugLines[iCategory]) >= sizeof(m_DebugLines[iCategory]) )
{
pszLine = m_DebugLines[iCategory];
}
// Are we at the start of a line? If there's a null terminator before us, then we're good to go.
while ( (!( pszLine == m_DebugLines[iCategory] && *(m_DebugLines[iCategory]+sizeof(m_DebugLines[iCategory])-1) == '\0' ) &&
!( pszLine != m_DebugLines[iCategory] && *(pszLine-1) == '\0' ))
|| *pszLine == '\0' )
{
pszLine++;
// Have we looped?
if ( (pszLine - m_DebugLines[iCategory]) >= sizeof(m_DebugLines[iCategory]) )
{
pszLine = m_DebugLines[iCategory];
}
if ( pszLine == m_DebugLineEnd[iCategory] )
{
// We looped through the entire history, and found nothing.
Msg( "Debug History of Category %d is EMPTY\n", iCategory );
return;
}
}
// Now print everything up till the end
char szMsgBuffer[MAX_DEBUG_HISTORY_LINE_LENGTH];
char *pszMsg = szMsgBuffer;
Msg( "Starting Debug History Dump of Category %d\n", iCategory );
while ( pszLine != m_DebugLineEnd[iCategory] )
{
*pszMsg = *pszLine;
if ( *pszLine == '\0' )
{
if ( szMsgBuffer[0] != '\0' )
{
// Found a full line, so print it
Msg( "%s", szMsgBuffer );
}
// Clear the buffer
pszMsg = szMsgBuffer;
*pszMsg = '\0';
}
else
{
pszMsg++;
}
pszLine++;
// Have we looped?
if ( (pszLine - m_DebugLines[iCategory]) >= sizeof(m_DebugLines[iCategory]) )
{
pszLine = m_DebugLines[iCategory];
}
}
Msg("Ended Debug History Dump of Category %d\n", iCategory );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDebugHistory::ClearHistories( void )
{
for ( int i = 0; i < MAX_HISTORY_CATEGORIES; i++ )
{
memset( m_DebugLines[i], 0, sizeof(m_DebugLines[i]) );
m_DebugLineEnd[i] = m_DebugLines[i];
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CDebugHistory::Save( ISave &save )
{
int iVersion = DEBUG_HISTORY_VERSION;
save.WriteInt( &iVersion );
int iMaxCategorys = MAX_HISTORY_CATEGORIES;
save.WriteInt( &iMaxCategorys );
for ( int iCategory = 0; iCategory < MAX_HISTORY_CATEGORIES; iCategory++ )
{
int iEnd = m_DebugLineEnd[iCategory] - m_DebugLines[iCategory];
save.WriteInt( &iEnd );
save.WriteData( m_DebugLines[iCategory], MAX_DEBUG_HISTORY_LENGTH );
}
return BaseClass::Save(save);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CDebugHistory::Restore( IRestore &restore )
{
ClearHistories();
int iVersion = restore.ReadInt();
if ( iVersion >= DEBUG_HISTORY_FIRST_VERSIONED )
{
int iMaxCategorys = restore.ReadInt();
for ( int iCategory = 0; iCategory < MIN(iMaxCategorys,MAX_HISTORY_CATEGORIES); iCategory++ )
{
int iEnd = restore.ReadInt();
m_DebugLineEnd[iCategory] = m_DebugLines[iCategory] + iEnd;
restore.ReadData( m_DebugLines[iCategory], sizeof(m_DebugLines[iCategory]), 0 );
}
}
else
{
int iMaxCategorys = iVersion;
for ( int iCategory = 0; iCategory < MIN(iMaxCategorys,MAX_HISTORY_CATEGORIES); iCategory++ )
{
int iEnd = restore.ReadInt();
m_DebugLineEnd[iCategory] = m_DebugLines[iCategory] + iEnd;
restore.ReadData( m_DebugLines[iCategory], sizeof(m_DebugLines[iCategory]), 0 );
}
}
return BaseClass::Restore(restore);
}
//-----------------------------------------------------------------------------
// Purpose: Singleton debug history. Created by first usage.
//-----------------------------------------------------------------------------
CDebugHistory *GetDebugHistory()
{
#ifdef DISABLE_DEBUG_HISTORY
return NULL;
#endif
if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
return NULL;
if ( s_DebugHistory == NULL )
{
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "env_debughistory" );
if ( pEnt )
{
s_DebugHistory = dynamic_cast<CDebugHistory*>(pEnt);
}
else
{
s_DebugHistory = ( CDebugHistory * )CreateEntityByName( "env_debughistory" );
if ( s_DebugHistory )
{
s_DebugHistory->Spawn();
}
}
}
Assert( s_DebugHistory );
return s_DebugHistory;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void AddDebugHistoryLine( int iCategory, const char *pszLine )
{
#ifdef DISABLE_DEBUG_HISTORY
return;
#else
if ( g_pGameRules && g_pGameRules->IsMultiplayer() )
return;
if ( !GetDebugHistory() )
{
Warning("Failed to find or create an env_debughistory.\n" );
return;
}
GetDebugHistory()->AddDebugHistoryLine( iCategory, pszLine );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CC_DebugHistory_AddLine( const CCommand &args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if ( args.ArgC() < 3 )
{
Warning("Incorrect parameters. Format: <category id> <line>\n");
return;
}
int iCategory = atoi(args[ 1 ]);
const char *pszLine = args[ 2 ];
AddDebugHistoryLine( iCategory, pszLine );
}
static ConCommand dbghist_addline( "dbghist_addline", CC_DebugHistory_AddLine, "Add a line to the debug history. Format: <category id> <line>", FCVAR_NONE );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CC_DebugHistory_Dump( const CCommand &args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if ( args.ArgC() < 2 )
{
Warning("Incorrect parameters. Format: <category id>\n");
return;
}
if ( GetDebugHistory() )
{
int iCategory = atoi(args[ 1 ]);
GetDebugHistory()->DumpDebugHistory( iCategory );
}
}
static ConCommand dbghist_dump("dbghist_dump", CC_DebugHistory_Dump,
"Dump the debug history to the console. Format: <category id>\n"
" Categories:\n"
" 0: Entity I/O\n"
" 1: AI Decisions\n"
" 2: Scene Print\n"
" 3: Alyx Blind\n"
" 4: Log of damage done to player",
FCVAR_NONE );