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Improve some messages in game code
- TestHugeTranslation() prints positions (and asserts only afterwards), from "Work around assertion in alphalabs4, fix #409" - idCompiler::CompileFile() prints proper filename from "Fix usage of invalid pointer in idCompiler::CompileFile()"
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a16895aca6
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4 changed files with 32 additions and 11 deletions
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@ -965,14 +965,6 @@ idClip::TestHugeTranslation
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*/
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ID_INLINE bool TestHugeTranslation( trace_t &results, const idClipModel *mdl, const idVec3 &start, const idVec3 &end, const idMat3 &trmAxis ) {
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if ( mdl != NULL && ( end - start ).LengthSqr() > Square( CM_MAX_TRACE_DIST ) ) {
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#ifndef CTF
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// May be important: This occurs in CTF when a player connects and spawns
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// in the PVS of a player that has a flag that is spawning the idMoveableItem
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// "nuggets". The error seems benign and the assert was getting in the way
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// of testing.
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assert( 0 );
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#endif
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results.fraction = 0.0f;
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results.endpos = start;
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results.endAxis = trmAxis;
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@ -984,6 +976,15 @@ ID_INLINE bool TestHugeTranslation( trace_t &results, const idClipModel *mdl, co
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} else {
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gameLocal.Printf( "huge translation for clip model %d\n", mdl->GetId() );
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}
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gameLocal.Printf( " from (%.2f %.2f %.2f) to (%.2f %.2f %.2f)\n", start.x, start.y, start.z, end.x, end.y, end.z);
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#ifndef CTF
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// May be important: This occurs in CTF when a player connects and spawns
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// in the PVS of a player that has a flag that is spawning the idMoveableItem
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// "nuggets". The error seems benign and the assert was getting in the way
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// of testing.
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assert( 0 );
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#endif
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return true;
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}
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return false;
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@ -28,6 +28,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "sys/platform.h"
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#include "idlib/Timer.h"
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#include "framework/FileSystem.h"
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#include "script/Script_Thread.h"
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#include "Game_local.h"
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@ -2620,6 +2621,8 @@ void idCompiler::CompileFile( const char *text, const char *filename, bool toCon
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compile_time.Start();
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idStr origFileName = filename; // DG: filename pointer might become invalid when calling NextToken() below
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scope = &def_namespace;
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basetype = NULL;
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callthread = false;
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@ -2687,6 +2690,11 @@ void idCompiler::CompileFile( const char *text, const char *filename, bool toCon
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compile_time.Stop();
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if ( !toConsole ) {
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gameLocal.Printf( "Compiled '%s': %u ms\n", filename, compile_time.Milliseconds() );
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// DG: filename can be overwritten by NextToken() (via gameLocal.program.GetFilenum()), so
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// use a copy, origFileName, that's still valid here. Furthermore, the path is nonsense,
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// as idProgram::CompileText() called fileSystem->RelativePathToOSPath() on it
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// which does not return the *actual* full path of that file but invents one,
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// so revert that to the relative filename which at least isn't misleading
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gameLocal.Printf( "Compiled '%s': %u ms\n", fileSystem->OSPathToRelativePath(origFileName), compile_time.Milliseconds() );
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}
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}
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@ -965,7 +965,7 @@ idClip::TestHugeTranslation
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*/
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ID_INLINE bool TestHugeTranslation( trace_t &results, const idClipModel *mdl, const idVec3 &start, const idVec3 &end, const idMat3 &trmAxis ) {
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if ( mdl != NULL && ( end - start ).LengthSqr() > Square( CM_MAX_TRACE_DIST ) ) {
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assert( 0 );
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results.fraction = 0.0f;
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results.endpos = start;
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@ -979,6 +979,10 @@ ID_INLINE bool TestHugeTranslation( trace_t &results, const idClipModel *mdl, co
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} else {
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gameLocal.Printf( "huge translation for clip model %d\n", mdl->GetId() );
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}
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gameLocal.Printf( " from (%.2f %.2f %.2f) to (%.2f %.2f %.2f)\n", start.x, start.y, start.z, end.x, end.y, end.z);
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assert( 0 );
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return true;
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}
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return false;
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@ -28,6 +28,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "sys/platform.h"
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#include "idlib/Timer.h"
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#include "framework/FileSystem.h"
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#include "script/Script_Thread.h"
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#include "Game_local.h"
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@ -2620,6 +2621,8 @@ void idCompiler::CompileFile( const char *text, const char *filename, bool toCon
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compile_time.Start();
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idStr origFileName = filename; // DG: filename pointer might become invalid when calling NextToken() below
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scope = &def_namespace;
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basetype = NULL;
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callthread = false;
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@ -2687,6 +2690,11 @@ void idCompiler::CompileFile( const char *text, const char *filename, bool toCon
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compile_time.Stop();
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if ( !toConsole ) {
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gameLocal.Printf( "Compiled '%s': %u ms\n", filename, compile_time.Milliseconds() );
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// DG: filename can be overwritten by NextToken() (via gameLocal.program.GetFilenum()), so
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// use a copy, origFileName, that's still valid here. Furthermore, the path is nonsense,
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// as idProgram::CompileText() called fileSystem->RelativePathToOSPath() on it
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// which does not return the *actual* full path of that file but invents one,
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// so revert that to the relative filename which at least isn't misleading
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gameLocal.Printf( "Compiled '%s': %u ms\n", fileSystem->OSPathToRelativePath(origFileName), compile_time.Milliseconds() );
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}
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}
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