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better debug output in segfaults and stack overflows in windows
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parent
847a4227b8
commit
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9 changed files with 138 additions and 90 deletions
45
src/main.cpp
45
src/main.cpp
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@ -135,6 +135,13 @@ TODO: Make fetching sector's blocks more efficient when rendering
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TODO: Make the video backend selectable
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TODO: Copy the text of the last picked sign to inventory in creative
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mode
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TODO: Get rid of GotSplitPacketException
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TODO: Check what goes wrong with caching map to disk (Kray)
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Block object server side:
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- A "near blocks" buffer, in which some nearby blocks are stored.
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- For all blocks in the buffer, objects are stepped(). This
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@ -146,17 +153,6 @@ Block object server side:
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- TODO: For incoming blocks, time difference is calculated and
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objects are stepped according to it.
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TODO: Copy the text of the last picked sign to inventory in creative
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mode
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TODO: Get rid of GotSplitPacketException
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TODO: Check what goes wrong with caching map to disk (Kray)
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TODO: Remove LazyMeshUpdater. It is not used as supposed.
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TODO: TOSERVER_LEAVE
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TODO: Better handling of objects and mobs
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- Scripting?
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- There has to be some way to do it with less spaghetti code
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@ -171,6 +167,7 @@ TODO: Draw big amounts of torches better (that is, throw them in the
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TODO: Check if the usage of Client::isFetchingBlocks() in
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updateViewingRange() actually does something
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NOTE: It isn't used anymore after the rewrite.
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TODO: Make an option to the server to disable building and digging near
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the starting position
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@ -181,14 +178,13 @@ SUGG: Signs could be done in the same way as torches. For this, blocks
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TODO: There has to be some better way to handle static objects than to
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send them all the time. This affects signs and item objects.
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Doing now:
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======================================================================
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TODO: When server sees that client is removing an inexistent block or
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adding a block to an existent position, resend the MapBlock.
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TODO: Fix viewing range updater's oscillation when there is large non-
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linearity in range-speed relation
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TODO: Map generator: add other materials underground (mud)
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Doing now:
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======================================================================
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======================================================================
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@ -1095,6 +1091,8 @@ int main(int argc, char *argv[])
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initializeMaterialProperties();
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BEGIN_DEBUG_EXCEPTION_HANDLER
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try
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{
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@ -1407,7 +1405,7 @@ int main(int argc, char *argv[])
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/*
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This changes the minimum allowed number of vertices in a VBO
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*/
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//driver->setMinHardwareBufferVertexCount(1);
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//driver->setMinHardwareBufferVertexCount(50);
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scene::ISceneManager* smgr = device->getSceneManager();
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@ -2606,18 +2604,9 @@ int main(int argc, char *argv[])
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menu->drop();
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}*/
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}
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#if CATCH_UNHANDLED_EXCEPTIONS
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/*
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This is what has to be done in every thread to get suitable debug info
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*/
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catch(std::exception &e)
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{
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dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "
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<<e.what()<<std::endl;
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assert(0);
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}
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#endif
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END_DEBUG_EXCEPTION_HANDLER
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debugstreams_deinit();
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return 0;
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