235 lines
6.9 KiB
C
235 lines
6.9 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*! \file debug.h
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* \brief Debugging functions
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*/
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#ifndef __INCLUDED_LIB_FRAMEWORK_DEBUG_H__
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#define __INCLUDED_LIB_FRAMEWORK_DEBUG_H__
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/* Check the header files have been included from frame.h if they
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* are used outside of the framework library.
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*/
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#if !defined(_frame_h) && !defined(FRAME_LIB_INCLUDE)
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# error Framework header files MUST be included from Frame.h ONLY.
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#endif
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#include <assert.h>
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#include "macros.h"
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#include "types.h"
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#if defined(__cplusplus)
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extern "C"
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{
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#endif
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/****************************************************************************************
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*
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* Basic debugging macro's
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*
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*/
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#define MAX_EVENT_NAME_LEN 100
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/** Stores name of the last function or event called by scripts. */
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extern char last_called_script_event[MAX_EVENT_NAME_LEN];
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/** Whether asserts are currently enabled. */
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extern bool assertEnabled;
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/**
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* ASSERT helper macro to allow some debug functions to use an alternate
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* calling location.
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*
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* \param expr Expression to assert on.
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* \param location_description A string describing the calling location, e.g.:
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* "filename:linenum".
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* \param function The name of the function that called
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* ASSERT_HELPER or the debug function that uses ASSERT_HELPER.
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*
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* \param ... printf-style format string followed by its parameters
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*
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* \return Will return whatever assert(expr) returns. That's undefined though,
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* so unless you have a good reason to, don't depend on it.
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*/
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#define ASSERT_HELPER(expr, location_description, function, ...) \
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( \
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( \
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(expr) ? /* if (expr) */ \
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(void)0 \
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: /* else */\
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( \
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(void)_debug(LOG_ERROR, function, __VA_ARGS__), \
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(void)_debug(LOG_ERROR, function, "Assert in Warzone: %s (%s), last script event: '%s'", \
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location_description, (#expr), last_called_script_event) \
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) \
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), \
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assertEnabled ? assert(expr) : (void)0 \
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)
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/**
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*
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* Rewritten version of assert that allows a printf format text string to be passed
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* to ASSERT along with the condition.
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*
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* Arguments: ASSERT( condition, "Format string with variables: %d, %d", var1, var2 );
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*/
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#define ASSERT(expr, ...) \
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ASSERT_HELPER(expr, AT_MACRO, __FUNCTION__, __VA_ARGS__)
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/**
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* Compile time assert
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* Not to be used in global context!
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* \param expr Expression to evaluate
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*/
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#define STATIC_ASSERT( expr ) \
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do { enum { assert_static__ = 1/(expr) }; } while(0)
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/***
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***
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*** New debug logging output interface below. Heavily inspired
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*** by similar code in Freeciv. Parts ripped directly.
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***
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***/
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/** Debug enums. Must match code_part_names in debug.c */
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typedef enum {
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LOG_ALL, /* special: sets all to on */
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LOG_MAIN,
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LOG_SOUND,
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LOG_VIDEO,
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LOG_WZ,
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LOG_3D,
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LOG_TEXTURE,
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LOG_NET,
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LOG_MEMORY,
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LOG_WARNING, /**< special; on in debug mode */
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LOG_ERROR, /**< special; on by default */
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LOG_NEVER, /**< if too verbose for anything but dedicated debugging... */
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LOG_SCRIPT,
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LOG_MOVEMENT,
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LOG_ATTACK,
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LOG_FOG,
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LOG_SENSOR,
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LOG_GUI,
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LOG_MAP,
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LOG_SAVE,
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LOG_SYNC,
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LOG_DEATH,
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LOG_GATEWAY,
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LOG_MSG,
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LOG_LAST /**< _must_ be last! */
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} code_part;
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extern bool enabled_debug[LOG_LAST];
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typedef void (*debug_callback_fn)(void**, const char*);
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typedef bool (*debug_callback_init)(void**);
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typedef void (*debug_callback_exit)(void**);
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typedef struct _debug_callback {
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struct _debug_callback * next;
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debug_callback_fn callback; /// Function which does the output
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debug_callback_init init; /// Setup function
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debug_callback_exit exit; /// Cleaning function
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void * data; /// Used to pass data to the above functions. Eg a filename or handle.
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} debug_callback;
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/**
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* Call once to initialize the debug logging system.
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*
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* Doesn't register any callbacks!
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*/
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void debug_init( void );
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/**
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* Shutdown the debug system and remove all output callbacks
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*/
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void debug_exit( void );
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/**
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* Have the stderr output callback flush its output before returning.
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*
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* NOTE: This may cause significant slowdowns on some systems.
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*/
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extern void debugFlushStderr(void);
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/**
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* Register a callback to be called on every call to debug()
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*
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* \param callback Function which does the output
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* \param init Initializer function which does all setup for the callback (optional, may be NULL)
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* \param exit Cleanup function called when unregistering the callback (optional, may be NULL)
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* \param data Data to be passed to all three functions (optional, may be NULL)
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*/
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void debug_register_callback( debug_callback_fn callback, debug_callback_init init, debug_callback_exit exit, void * data );
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void debug_callback_file(void **data, const char *outputBuffer);
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bool debug_callback_file_init(void **data);
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void debug_callback_file_exit(void **data);
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void debug_callback_stderr(void **data, const char *outputBuffer);
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#if defined WIN32 && defined DEBUG
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void debug_callback_win32debug(void** data, const char* outputBuffer);
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#endif
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/**
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* Toggle debug output for part associated with str
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*
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* \param str Codepart in textformat
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*/
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bool debug_enable_switch(const char *str);
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/**
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* Output printf style format str with additional arguments.
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*
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* Only outputs if debugging of part was formerly enabled with debug_enable_switch.
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*/
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#define debug(part, ...) do { if (enabled_debug[part]) _debug(part, __FUNCTION__, __VA_ARGS__); } while(0)
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void _debug( code_part part, const char *function, const char *str, ...)
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WZ_DECL_FORMAT(printf, 3, 4);
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/** Global to keep track of which game object to trace. */
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extern UDWORD traceID;
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/**
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* Output printf style format str for debugging a specific game object whose debug part
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* has been enabled.
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* @see debug
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*/
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#define objTrace(id, ...) do { if (id == traceID) _realObjTrace(id, __FUNCTION__, __VA_ARGS__); } while(0)
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void _realObjTrace(int id, const char *function, const char *str, ...) WZ_DECL_FORMAT(printf, 3, 4);
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static inline void objTraceEnable(UDWORD id) { traceID = id; }
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static inline void objTraceDisable(void) { traceID = (UDWORD)-1; }
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#if defined(__cplusplus)
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}
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#endif
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/** Checks if a particular debub flag was enabled */
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extern bool debugPartEnabled(code_part codePart);
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void debugDisableAssert(void);
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#endif // __INCLUDED_LIB_FRAMEWORK_DEBUG_H__
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