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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Added debug information to SDL-related crashes

This commit is contained in:
Ivan Savenko 2023-08-06 13:31:10 +03:00
parent 8b0f9c86f8
commit 5faaf175f9
4 changed files with 35 additions and 1 deletions

View File

@ -38,6 +38,7 @@
#include <vstd/StringUtils.h>
#include <SDL_main.h>
#include <SDL.h>
#ifdef VCMI_ANDROID
#include "../lib/CAndroidVMHelper.h"
@ -510,3 +511,13 @@ void handleQuit(bool ask)
quitApplication();
}
}
void handleFatalError(const std::string & message)
{
logGlobal->error("FATAL ERROR ENCOUTERED, VCMI WILL NOW TERMINATE");
logGlobal->error("Reason: %s", message);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error", message.c_str(), nullptr);
throw std::runtime_error(message);
}

View File

@ -21,3 +21,7 @@ extern SDL_Surface *screen2; // and hlp surface (used to store not-active in
extern SDL_Surface *screenBuf; // points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
void handleQuit(bool ask = true);
/// Notify user about encoutered fatal error and terminate the game
/// TODO: decide on better location for this method
[[noreturn]] void handleFatalError(const std::string & message);

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@ -80,6 +80,17 @@ SDL_Surface * CSDL_Ext::newSurface(int w, int h)
SDL_Surface * CSDL_Ext::newSurface(int w, int h, SDL_Surface * mod) //creates new surface, with flags/format same as in surface given
{
SDL_Surface * ret = SDL_CreateRGBSurface(0,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);
if(ret == nullptr)
{
const char * error = SDL_GetError();
std::string messagePattern = "Failed to create SDL Surface of size %d x %d, %d bpp. Reason: %s";
std::string message = boost::str(boost::format(messagePattern) % w % h % mod->format->BitsPerPixel % error);
handleFatalError(message);
}
if (mod->format->palette)
{
assert(ret->format->palette);

View File

@ -264,7 +264,15 @@ void ScreenHandler::initializeWindow()
mainWindow = createWindow();
if(mainWindow == nullptr)
throw std::runtime_error("Unable to create window\n");
{
const char * error = SDL_GetError();
Point dimensions = getPreferredWindowResolution();
std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
handleFatalError(message);
}
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), 0);