Crashlog: Update thread/lock handling to match GameLoop changes

This commit is contained in:
Jonathan G Rennison
2021-04-06 03:53:01 +01:00
parent d452517c66
commit 63ddf7f587
10 changed files with 72 additions and 33 deletions

View File

@@ -78,7 +78,6 @@
/* static */ const char *CrashLog::message = nullptr;
/* static */ char *CrashLog::gamelog_buffer = nullptr;
/* static */ const char *CrashLog::gamelog_last = nullptr;
/* static */ const CrashLog *CrashLog::main_thread_pending_crashlog = nullptr;
char *CrashLog::LogCompiler(char *buffer, const char *last) const
{
@@ -441,7 +440,7 @@ char *CrashLog::FillCrashLog(char *buffer, const char *last) const
buffer = this->LogError(buffer, last, CrashLog::message);
#ifdef USE_SCOPE_INFO
if (IsMainThread()) {
if (IsMainThread() || IsGameThread()) {
buffer += WriteScopeLog(buffer, last);
}
#endif
@@ -644,6 +643,10 @@ bool CrashLog::MakeCrashLog()
if (crashlogged) return false;
crashlogged = true;
if (!VideoDriver::EmergencyAcquireGameLock(20, 2)) {
printf("Failed to acquire gamelock before filling crash log\n\n");
}
char filename[MAX_PATH];
char buffer[65536 * 4];
bool ret = true;
@@ -679,15 +682,10 @@ bool CrashLog::MakeCrashLog()
_savegame_DBGL_data = buffer;
_save_DBGC_data = true;
if (IsNonMainThread()) {
printf("Asking main thread to write crash savegame and screenshot...\n\n");
CrashLog::main_thread_pending_crashlog = this;
_exit_game = true;
CSleep(60000);
if (!CrashLog::main_thread_pending_crashlog) return ret;
printf("Main thread did not write crash savegame and screenshot within 60s, trying it from this thread...\n\n");
if (!VideoDriver::EmergencyAcquireGameLock(1000, 5)) {
printf("Failed to acquire gamelock before writing crash savegame and screenshot, proceeding without lock as current owner is probably stuck\n\n");
}
CrashLog::main_thread_pending_crashlog = nullptr;
bret = CrashLog::MakeCrashSavegameAndScreenshot();
if (!bret) ret = false;
@@ -802,18 +800,6 @@ bool CrashLog::MakeCrashSavegameAndScreenshot() const
return ret;
}
/* static */ void CrashLog::MainThreadExitCheckPendingCrashlog()
{
const CrashLog *cl = CrashLog::main_thread_pending_crashlog;
if (cl) {
CrashLog::main_thread_pending_crashlog = nullptr;
cl->MakeCrashSavegameAndScreenshot();
CrashLog::AfterCrashLogCleanup();
abort();
}
}
/**
* Sets a message for the error message handler.
* @param message The error message of the error.