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The core and the headless tools no longer use mutexes, condition variables, spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through libretro-common's retro_atomic and rthreads plus a few small pieces on top of them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and ReaderGate. Every wait blocks until it's woken; nothing polls on a timer. State that only one thread touches just loses its lock. The PSP filesystem, sceIo and the savedata dialog now belong to the emulation thread: async reads and writes run when they're queued and complete later in emulated time, and the IO and savedata threads are gone. The friend finder only talks to the adhoc server and hands what it gets to the emulation thread. GPU init always runs on the thread that starts the game. The Vulkan render and compile queues, pipeline and render pass caches, delete list and SPIR-V cache, the GL render queue, the software renderer's jit caches, the file loader caches, the web debugger, UPnP, input, savestates, logging and the GE debugger all hand off through queues and atomics. The IR jit's spinning profiler thread goes. A CPU thread with nothing to run now sleeps until work is queued instead of spinning. Headless with --debugger waits for a client while stopped, and ends the run once every client that connected has left. Web server shutdown keeps servicing the CPU queue until the server has finished.
187 lines
6.0 KiB
C++
187 lines
6.0 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program 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, version 2.0 or later versions.
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// This program 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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <string>
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#include <retro_atomic.h>
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#include "ppsspp_config.h"
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#include "Common/CommonTypes.h"
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#include "Common/Log.h"
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#include "Common/StringUtils.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/TimeUtil.h"
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#include "Common/System/System.h"
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#if PPSSPP_PLATFORM(ANDROID)
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#include <android/log.h>
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#elif PPSSPP_PLATFORM(WINDOWS)
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#include "CommonWindows.h"
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static HWND g_dialogParent;
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#endif
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#define LOG_BUF_SIZE 2048
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static bool hitAnyAsserts = false;
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// Rotating slots: the writer fills one, then publishes its index. A reader racing a
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// writer several updates ahead may see a torn string; it's only assert decoration.
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struct AssertInfoSlot {
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char text[64];
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double time;
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};
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static AssertInfoSlot g_extraAssertInfo[4] = { { "menu", 0.0 } };
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static retro_atomic_int_t g_extraAssertInfoIndex;
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static retro_atomic_int_t g_extraAssertInfoNext;
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static bool g_exitOnAssert;
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static AssertNoCallbackFunc g_assertCancelCallback = 0;
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static void *g_assertCancelCallbackUserData = 0;
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u8 g_debugCounters[8];
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void SetDebugValue(DebugCounter counter, int value) {
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if (value > 15)
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value = 15;
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if (value < 0)
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value = 0;
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g_debugCounters[(int)counter] = value;
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}
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void IncrementDebugCounter(DebugCounter counter) {
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int value = g_debugCounters[(int)counter] + 1;
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if (value > 15)
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value = 15;
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if (value < 0)
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value = 0;
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g_debugCounters[(int)counter] = value;
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}
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void SetAssertDialogParent(void *handle) {
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#if PPSSPP_PLATFORM(WINDOWS)
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// I thought this would be nice, but for some reason the dialog becomes invisible.
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// g_dialogParent = (HWND)handle;
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#endif
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}
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void SetExtraAssertInfo(const char *info) {
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const int idx = retro_atomic_fetch_add_int(&g_extraAssertInfoNext, 1) & 3;
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AssertInfoSlot &slot = g_extraAssertInfo[idx];
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truncate_cpy(slot.text, sizeof(slot.text), info ? info : "menu");
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slot.time = time_now_d();
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retro_atomic_store_release_int(&g_extraAssertInfoIndex, idx);
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}
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void SetAssertCancelCallback(AssertNoCallbackFunc callback, void *userdata) {
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g_assertCancelCallback = callback;
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g_assertCancelCallbackUserData = userdata;
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}
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void SetCleanExitOnAssert() {
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g_exitOnAssert = true;
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}
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void BreakIntoPSPDebugger(const char *reason) {
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if (g_assertCancelCallback) {
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g_assertCancelCallback(reason, g_assertCancelCallbackUserData);
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}
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}
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bool HandleAssert(bool isDebugAssert, const char *function, const char *file, int line, const char *expression, const char* format, ...) {
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// Read message and write it to the log
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char text[LOG_BUF_SIZE];
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va_list args;
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va_start(args, format);
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vsnprintf(text, sizeof(text), format, args);
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va_end(args);
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// Secondary formatting. Wonder if this can be combined into the vsnprintf somehow.
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char formatted[LOG_BUF_SIZE + 128];
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{
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const AssertInfoSlot &slot = g_extraAssertInfo[retro_atomic_load_acquire_int(&g_extraAssertInfoIndex) & 3];
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char info[sizeof(slot.text)];
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memcpy(info, slot.text, sizeof(info));
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info[sizeof(info) - 1] = '\0';
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double delta = time_now_d() - slot.time;
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u32 debugCounters = 0;
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for (int i = 0; i < 8; i++) {
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debugCounters |= g_debugCounters[7 - i] << (i * 4);
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}
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snprintf(formatted, sizeof(formatted), "(%s:%s:%d:%08x): [%s] (%s, %0.1fs) %s", file, function, line, debugCounters, expression, info, delta, text);
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}
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// Normal logging (will also log to Android log)
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ERROR_LOG(Log::System, "%s", formatted);
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// Also do a simple printf for good measure, in case logging of System is disabled (should we disallow that?)
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fprintf(stderr, "%s\n", formatted);
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hitAnyAsserts = true;
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// Avoid hanging on CI or on headless builds in general.
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#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
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if (!getenv("CI") && !System_GetPropertyBool(SYSPROP_IS_HEADLESS)) {
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const int msgBoxStyle = MB_ICONINFORMATION | MB_YESNOCANCEL;
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std::string text = formatted;
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text += "\n\nTry to continue?";
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if (IsDebuggerPresent()) {
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text += "\n\nNo: break directly into the native debugger";
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text += "\n\nCancel: skip and break into PPSSPP debugger";
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} else {
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text += "\n\nNo: exit";
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text += "\n\nCancel: skip and break into PPSSPP debugger";
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}
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const char *threadName = GetCurrentThreadName();
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OutputDebugStringA(formatted);
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printf("%s\n", formatted);
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static const std::string caption = isDebugAssert ? "Debug Assert" : "Critical Assert";
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std::wstring wcaption = ConvertUTF8ToWString(caption + " " + (threadName ? threadName : "(unknown thread)"));
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switch (MessageBox(g_dialogParent, ConvertUTF8ToWString(text).c_str(), wcaption.c_str(), msgBoxStyle)) {
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case IDYES:
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return true;
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case IDNO:
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if (g_exitOnAssert || !IsDebuggerPresent()) {
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// Hard exit.
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ExitProcess(1);
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}
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return false; // Break into the native debugger.
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case IDCANCEL:
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// Via the helper, which null-checks. EmuScreen clears the callback when a game is
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// unloaded, so an assert after returning to the menu was jumping through null - from
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// the one button whose whole purpose is surviving the assert.
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BreakIntoPSPDebugger(formatted);
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return true; // don't crash!
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}
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}
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return false;
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#elif PPSSPP_PLATFORM(ANDROID)
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__android_log_assert(expression, "PPSSPP", "%s", formatted);
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// Doesn't matter what we return here.
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return false;
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#else
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INFO_LOG(Log::System, "%s", formatted);
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return false;
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#endif
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}
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// These are mainly used for unit testing.
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bool HitAnyAsserts() {
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return hitAnyAsserts;
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}
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void ResetHitAnyAsserts() {
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hitAnyAsserts = false;
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}
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