dhewm3log.txt for Windows, update changelog

I was lazy and just renamed SDL_win32_main's stdout.txt - but I still
added the dhewm3log-old.txt backup function.

I also renamed Sys_GetHomeDir() to Win_GetHomeDir() as it's Win32-only

On Windows it's in Documents\My Games\dhewm3\dhewm3log.txt
This commit is contained in:
Daniel Gibson 2022-01-16 06:22:44 +01:00
parent 5438c9409f
commit 67d0b7cf01
3 changed files with 55 additions and 15 deletions

View file

@ -50,14 +50,24 @@ Note: Numbers starting with a "#" like #330 refer to the bugreport with that num
* `s_alReverbGain` CVar to reduce EFX reverb effect intensity (#365)
* Pause (looped) sounds when entering menu (#330)
* Fixes for looped sounds (#390)
* (Optionally) use libbacktrace on non-Windows platforms for more useful
backtraces in case of crashes (usually linked statically)
* Replace libjpeg with stb_image and libogg/libvorbis(file) with stb_vorbis
- Now the only required external dependencies should be OpenAL, SDL, zlib
and optionally libCURL (and of course the C and C++ runtimes)
* (Optionally) use libbacktrace on non-Windows platforms for more useful
backtraces in case of crashes (usually linked statically)
* Fixed a deadlock (freeze) on Windows when printing messages from another thread
* Fixed some warnings and uninitialized variables (thanks *turol*!)
* Work around dmap bug caused by GCC using FMA "optimizations" (#147)
* Prevent dhewm3 from being run as root on Unix-like systems to improve security
* Replaced most usages of `strncpy()` with something safer to prevent buffer overflows
(remaining cases should be safe).
- Just a precaution, I don't know if any of them could actually be exploited,
but there were some compiler warnings in newer GCC versions.
* Console output is now logged to `dhewm3log.txt` (last log is renamed to `dhewm3log-old.txt`)
- On Windows it's in `My Documents/My Games/dhewm3/`
- On Mac it's in `$HOME/Library/Application Support/dhewm3/`
- On other Unix-like systems like Linux it's in `$XDG_DATA_HOME/dhewm3/`
(usually `$HOME/.local/share/dhewm3/`)
1.5.1 (2021-03-14)

View file

@ -37,7 +37,7 @@
#endif /* main */
/* The standard output files */
#define STDOUT_FILE TEXT("stdout.txt")
#define STDOUT_FILE TEXT("dhewm3log.txt") /* DG: renamed this */
#define STDERR_FILE TEXT("stderr.txt")
/* Set a variable to tell if the stdio redirect has been enabled. */
@ -197,7 +197,7 @@ static void cleanup_output(void) {
}
}
extern int Sys_GetHomeDir(char *dst, size_t size);
extern int Win_GetHomeDir(char *dst, size_t size);
/* Redirect the output (stdout and stderr) to a file */
static void redirect_output(void)
@ -209,31 +209,32 @@ static void redirect_output(void)
char path[MAX_PATH];
struct _stat st;
// DG: use "My Documents/My Games/dhewm3" to write stdout.txt and stderr.txt
// instead of the binary, which might not be writable
Sys_GetHomeDir(path, sizeof(path));
/* DG: use "My Documents/My Games/dhewm3" to write stdout.txt and stderr.txt
* instead of the binary, which might not be writable */
Win_GetHomeDir(path, sizeof(path));
if (_stat(path, &st) == -1) {
// oops, "My Documents/My Games/dhewm3" doesn't exist - does My Games/ at least exist?
/* oops, "My Documents/My Games/dhewm3" doesn't exist - does My Games/ at least exist? */
char myGamesPath[MAX_PATH];
char* lastslash;
memcpy(myGamesPath, path, MAX_PATH);
char* lastslash = strrchr(myGamesPath, '/');
lastslash = strrchr(myGamesPath, '/');
if (lastslash != NULL) {
*lastslash = '\0';
}
if (_stat(myGamesPath, &st) == -1) {
// if My Documents/My Games/ doesn't exist, create it
/* if My Documents/My Games/ doesn't exist, create it */
_mkdir(myGamesPath);
}
_mkdir(path); // create My Documents/My Games/dhewm3/
_mkdir(path); /* create My Documents/My Games/dhewm3/ */
}
#endif
FILE *newfp;
#if 0 // DG: don't do this anymore.
#if 0 /* DG: don't do this anymore. */
DWORD pathlen;
pathlen = GetModuleFileName(NULL, path, SDL_arraysize(path));
while ( pathlen > 0 && path[pathlen] != '\\' ) {
@ -250,6 +251,20 @@ static void redirect_output(void)
SDL_strlcat( stdoutPath, DIR_SEPERATOR STDOUT_FILE, SDL_arraysize(stdoutPath) );
#endif
{ /* DG: rename old stdout log */
#ifdef _WIN32_WCE
wchar_t stdoutPathBK[MAX_PATH];
wcsncpy( stdoutPathBK, path, SDL_arraysize(stdoutPath) );
wcsncat( stdoutPathBK, DIR_SEPERATOR TEXT("dhewm3log-old.txt"), SDL_arraysize(stdoutPath) );
_wrename( stdoutPath, stdoutpathBK );
#else
char stdoutPathBK[MAX_PATH];
SDL_strlcpy( stdoutPathBK, path, SDL_arraysize(stdoutPath) );
SDL_strlcat( stdoutPathBK, DIR_SEPERATOR TEXT("dhewm3log-old.txt"), SDL_arraysize(stdoutPath) );
rename( stdoutPath, stdoutPathBK );
#endif
} /* DG end */
/* Redirect standard input and standard output */
newfp = freopen(stdoutPath, TEXT("w"), stdout);

View file

@ -377,7 +377,7 @@ static int WPath2A(char *dst, size_t size, const WCHAR *src) {
/*
==============
Returns "My Documents"/My Games/dhewm3 directory (or equivalent - "CSIDL_PERSONAL").
To be used with Sys_DefaultSavePath(), so savegames, screenshots etc will be
To be used with Sys_GetPath(PATH_SAVE), so savegames, screenshots etc will be
saved to the users files instead of systemwide.
Based on (with kind permission) Yamagi Quake II's Sys_GetHomeDir()
@ -386,7 +386,7 @@ Returns the number of characters written to dst
==============
*/
extern "C" { // DG: I need this in SDL_win32_main.c
int Sys_GetHomeDir(char *dst, size_t size)
int Win_GetHomeDir(char *dst, size_t size)
{
int len;
WCHAR profile[MAX_OSPATH];
@ -481,7 +481,7 @@ bool Sys_GetPath(sysPath_t type, idStr &path) {
case PATH_CONFIG:
case PATH_SAVE:
if (Sys_GetHomeDir(buf, sizeof(buf)) < 1) {
if (Win_GetHomeDir(buf, sizeof(buf)) < 1) {
Sys_Error("ERROR: Couldn't get dir to home path");
return false;
}
@ -748,6 +748,11 @@ void Sys_Init( void ) {
#if 0
cmdSystem->AddCommand( "setAsyncSound", Sys_SetAsyncSound_f, CMD_FL_SYSTEM, "set the async sound option" );
#endif
{
idStr savepath;
Sys_GetPath( PATH_SAVE, savepath );
common->Printf( "Logging console output to %s/dhewm3log.txt\n", savepath.c_str() );
}
//
// Windows version
@ -1002,6 +1007,16 @@ WinMain
==================
*/
int main(int argc, char *argv[]) {
// SDL_win32_main.c creates the dhewm3log.txt and redirects stdout into it
// so here we can log its (approx.) creation time before anything else is logged:
{
time_t tt = time(NULL);
const struct tm* tms = localtime(&tt);
char timeStr[64] = {};
strftime(timeStr, sizeof(timeStr), "%F %H:%M:%S", tms);
printf("Opened this log at %s\n", timeStr);
}
const HCURSOR hcurSave = ::SetCursor( LoadCursor( 0, IDC_WAIT ) );
InitializeCriticalSection( &printfCritSect );