Fix #9388: thread unsafe use of NetworkAdminConsole/IConsolePrint
(cherry picked from commit d7a0e80fc18b689455eaca09883fccbcc722d7e3) # Conflicts: # src/debug.cpp # src/debug.h # src/table/settings/gui_settings.ini See: https://github.com/OpenTTD/OpenTTD/pull/9456
This commit is contained in:

committed by
Jonathan G Rennison

parent
63d8f3bdd7
commit
1c8f4bfaef
@@ -145,20 +145,6 @@ void CDECL IConsolePrintF(TextColour colour_code, const char *format, ...)
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IConsolePrint(colour_code, buf);
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}
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/**
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* It is possible to print debugging information to the console,
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* which is achieved by using this function. Can only be used by
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* debug() in debug.cpp. You need at least a level 2 (developer) for debugging
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* messages to show up
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* @param dbg debugging category
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* @param string debugging message
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*/
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void IConsoleDebug(const char *dbg, const char *string)
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{
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if (_settings_client.gui.developer <= 1) return;
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IConsolePrintF(CC_DEBUG, "dbg: [%s] %s", dbg, string);
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}
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/**
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* It is possible to print warnings to the console. These are mostly
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* errors or mishaps, but non-fatal. You need at least a level 1 (developer) for
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@@ -23,7 +23,6 @@ void IConsoleClose();
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/* console output */
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void IConsolePrint(TextColour colour_code, const char *string);
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void CDECL IConsolePrintF(TextColour colour_code, const char *format, ...) WARN_FORMAT(2, 3);
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void IConsoleDebug(const char *dbg, const char *string);
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void IConsoleWarning(const char *string);
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void IConsoleError(const char *string);
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@@ -15,7 +15,9 @@
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#include "fileio_func.h"
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#include "settings_type.h"
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#include "date_func.h"
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#include "thread.h"
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#include <array>
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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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@@ -32,6 +34,16 @@ 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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@@ -130,6 +142,11 @@ static void debug_print(const char *dbg, const char *buf)
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char buf2[1024 + 32];
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seprintf(buf2, lastof(buf2), "%sdbg: [%s] %s\n", GetLogPrefix(), dbg, buf);
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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, buf2, (int)strlen(buf2), 0);
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@@ -192,8 +209,16 @@ static void debug_print(const char *dbg, const char *buf)
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fputs(buffer, stderr);
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#endif
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NetworkAdminConsole(dbg, buf);
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IConsoleDebug(dbg, buf);
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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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if (IsNonGameThread()) {
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std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
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_debug_remote_console_queue.push_back({ dbg, buf });
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} else {
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NetworkAdminConsole(dbg, buf);
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if (_settings_client.gui.developer >= 2) IConsolePrintF(CC_DEBUG, "dbg: [%s] %s", dbg, buf);
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}
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}
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}
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/**
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@@ -403,3 +428,50 @@ void LogRemoteDesyncMsg(Date date, DateFract date_fract, uint8 tick_skip_counter
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entry.src_id = src_id;
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_remote_desync_msg_log.LogMsg(std::move(entry));
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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.c_str(), item.message.c_str());
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if (_settings_client.gui.developer >= 2) IConsolePrintF(CC_DEBUG, "dbg: [%s] %s", item.level.c_str(), item.message.c_str());
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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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if (!enable) {
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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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}
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_debug_remote_console.store(enable);
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}
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@@ -135,4 +135,7 @@ void ClearDesyncMsgLog();
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void LogDesyncMsg(std::string msg);
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char *DumpDesyncMsgLog(char *buffer, const char *last);
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void DebugSendRemoteMessages();
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void DebugReconsiderSendRemoteMessages();
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#endif /* DEBUG_H */
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@@ -75,6 +75,11 @@ ServerNetworkAdminSocketHandler::~ServerNetworkAdminSocketHandler()
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_network_admins_connected--;
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DEBUG(net, 1, "[admin] '%s' (%s) has disconnected", this->admin_name, this->admin_version);
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if (_redirect_console_to_admin == this->index) _redirect_console_to_admin = INVALID_ADMIN_ID;
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if (this->update_frequency[ADMIN_UPDATE_CONSOLE] & ADMIN_FREQUENCY_AUTOMATIC) {
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this->update_frequency[ADMIN_UPDATE_CONSOLE] = (AdminUpdateFrequency)0;
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DebugReconsiderSendRemoteMessages();
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}
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}
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/**
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@@ -708,6 +713,8 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_UPDATE_FREQUENC
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this->update_frequency[type] = freq;
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if (type == ADMIN_UPDATE_CONSOLE) DebugReconsiderSendRemoteMessages();
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -1960,6 +1960,8 @@ void GameLoop()
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/* Check for UDP stuff */
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if (_network_available) NetworkBackgroundLoop();
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DebugSendRemoteMessages();
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if (_networking && !HasModalProgress()) {
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/* Multiplayer */
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NetworkGameLoop();
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@@ -1360,6 +1360,12 @@ static bool InvalidateSettingsWindow(int32 p1)
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return true;
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}
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static bool DeveloperModeChanged(int32 p1)
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{
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DebugReconsiderSendRemoteMessages();
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return true;
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}
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/**
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* Update any possible saveload window and delete any newgrf dialogue as
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* its widget parts might change. Reinit all windows as it allows access to the
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@@ -2241,6 +2247,7 @@ void LoadFromConfig(bool startup)
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HandleOldDiffCustom(false);
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ValidateSettings();
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DebugReconsiderSendRemoteMessages();
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PostZoningModeChange();
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@@ -40,6 +40,7 @@ static bool ChangeTimetableInTicksMode(int32 p1);
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static bool UpdateTimeSettings(int32 p1);
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static bool ChangeTimeOverrideMode(int32 p1);
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static bool InvalidateCompanyLiveryWindow(int32 p1);
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static bool DeveloperModeChanged(int32 p1);
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static bool InvalidateNewGRFChangeWindows(int32 p1);
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static bool InvalidateIndustryViewWindow(int32 p1);
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static bool InvalidateAISettingsWindow(int32 p1);
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@@ -5585,6 +5586,7 @@ flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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def = 1
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min = 0
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max = 2
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proc = DeveloperModeChanged
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cat = SC_EXPERT
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[SDTC_BOOL]
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