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synced 2024-12-24 22:14:36 +02:00
Give all threads created by client human-readable name for debug
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parent
1bad0e96ef
commit
142889e3a5
@ -27,11 +27,12 @@
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#include "render/IScreenHandler.h"
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#include "render/Graphics.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/logging/CBasicLogConfigurator.h"
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@ -297,7 +298,11 @@ int main(int argc, char * argv[])
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#ifndef VCMI_NO_THREADED_LOAD
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//we can properly play intro only in the main thread, so we have to move loading to the separate thread
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boost::thread loading(init);
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boost::thread loading([]()
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{
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setThreadName("initialize");
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init();
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});
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#else
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init();
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#endif
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@ -429,6 +434,7 @@ void playIntro()
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static void mainLoop()
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{
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setThreadName("MainGUI");
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inGuiThread.reset(new bool(true));
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while(1) //main SDL events loop
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@ -76,6 +76,7 @@
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#include "../lib/UnlockGuard.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "CServerHandler.h"
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// FIXME: only needed for CGameState::mutex
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#include "../lib/gameState/CGameState.h"
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@ -1933,6 +1934,8 @@ void CPlayerInterface::setMovementStatus(bool value)
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void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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{
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setThreadName("doMoveHero");
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int i = 1;
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auto getObj = [&](int3 coord, bool ignoreHero)
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{
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@ -817,7 +817,7 @@ public:
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void CServerHandler::threadHandleConnection()
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{
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setThreadName("CServerHandler::threadHandleConnection");
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setThreadName("threadHandleConnection");
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c->enterLobbyConnectionMode();
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try
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@ -898,7 +898,7 @@ void CServerHandler::visitForClient(CPackForClient & clientPack)
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void CServerHandler::threadRunServer()
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{
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#if !defined(VCMI_MOBILE)
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setThreadName("CServerHandler::threadRunServer");
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setThreadName("threadRunServer");
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const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
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std::string comm = VCMIDirs::get().serverPath().string()
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+ " --port=" + std::to_string(getHostPort())
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@ -27,6 +27,7 @@
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/TextOperations.h"
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#include "../../lib/mapObjects/CArmedInstance.h"
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@ -255,6 +256,7 @@ void CInGameConsole::endEnteringText(bool processEnteredText)
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//some commands like gosolo don't work when executed from GUI thread
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auto threadFunction = [=]()
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{
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setThreadName("processCommand");
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ClientCommandManager commandController;
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commandController.processCommand(txt.substr(1), true);
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};
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@ -43,6 +43,7 @@
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#include "../../lib/NetPacks.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/CThreadHelper.h"
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BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
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const CGHeroInstance *hero1, const CGHeroInstance *hero2,
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@ -731,6 +732,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
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// HOWEVER this thread won't atttempt to lock game state, potentially leading to races
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boost::thread aiThread([this, activeStack]()
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{
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setThreadName("autofightingAI");
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curInt->autofightingAI->activeStack(activeStack);
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});
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aiThread.detach();
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@ -567,7 +567,7 @@ void CSimpleJoinScreen::startConnectThread(const std::string & addr, ui16 port)
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void CSimpleJoinScreen::connectThread(const std::string & addr, ui16 port)
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{
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setThreadName("CSimpleJoinScreen::connectThread");
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setThreadName("connectThread");
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if(!addr.length())
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CSH->startLocalServerAndConnect();
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else
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