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better debug output in segfaults and stack overflows in windows

This commit is contained in:
Perttu Ahola 2010-12-27 14:34:17 +02:00
parent 847a4227b8
commit fa64103aa8
9 changed files with 138 additions and 90 deletions

View file

@ -135,6 +135,13 @@ TODO: Make fetching sector's blocks more efficient when rendering
TODO: Make the video backend selectable
TODO: Copy the text of the last picked sign to inventory in creative
mode
TODO: Get rid of GotSplitPacketException
TODO: Check what goes wrong with caching map to disk (Kray)
Block object server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
- For all blocks in the buffer, objects are stepped(). This
@ -146,17 +153,6 @@ Block object server side:
- TODO: For incoming blocks, time difference is calculated and
objects are stepped according to it.
TODO: Copy the text of the last picked sign to inventory in creative
mode
TODO: Get rid of GotSplitPacketException
TODO: Check what goes wrong with caching map to disk (Kray)
TODO: Remove LazyMeshUpdater. It is not used as supposed.
TODO: TOSERVER_LEAVE
TODO: Better handling of objects and mobs
- Scripting?
- There has to be some way to do it with less spaghetti code
@ -171,6 +167,7 @@ TODO: Draw big amounts of torches better (that is, throw them in the
TODO: Check if the usage of Client::isFetchingBlocks() in
updateViewingRange() actually does something
NOTE: It isn't used anymore after the rewrite.
TODO: Make an option to the server to disable building and digging near
the starting position
@ -181,14 +178,13 @@ SUGG: Signs could be done in the same way as torches. For this, blocks
TODO: There has to be some better way to handle static objects than to
send them all the time. This affects signs and item objects.
Doing now:
======================================================================
TODO: When server sees that client is removing an inexistent block or
adding a block to an existent position, resend the MapBlock.
TODO: Fix viewing range updater's oscillation when there is large non-
linearity in range-speed relation
TODO: Map generator: add other materials underground (mud)
Doing now:
======================================================================
======================================================================
@ -1095,6 +1091,8 @@ int main(int argc, char *argv[])
initializeMaterialProperties();
BEGIN_DEBUG_EXCEPTION_HANDLER
try
{
@ -1407,7 +1405,7 @@ int main(int argc, char *argv[])
/*
This changes the minimum allowed number of vertices in a VBO
*/
//driver->setMinHardwareBufferVertexCount(1);
//driver->setMinHardwareBufferVertexCount(50);
scene::ISceneManager* smgr = device->getSceneManager();
@ -2606,18 +2604,9 @@ int main(int argc, char *argv[])
menu->drop();
}*/
}
#if CATCH_UNHANDLED_EXCEPTIONS
/*
This is what has to be done in every thread to get suitable debug info
*/
catch(std::exception &e)
{
dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "
<<e.what()<<std::endl;
assert(0);
}
#endif
END_DEBUG_EXCEPTION_HANDLER
debugstreams_deinit();
return 0;