Exemplo n.º 1
0
Arquivo: log.c Projeto: dnstap/knot
void log_close()
{
	log_truncate();

	fflush(stdout);
	fflush(stderr);

	closelog();
}
Exemplo n.º 2
0
enum nh_restore_status nh_restore_game(int fd, struct nh_window_procs *rwinprocs,
				       boolean force_replay)
{
    int playmode, irole, irace, igend, ialign;
    char namebuf[PL_NSIZ];
    
    /* some compilers can't cope with the fact that all subsequent stores to error
     * are not dead, but become important if the error handler longjumps back
     * volatile is required to prevent invalid optimization based on that wrong
     * assumption. */
    volatile enum nh_restore_status error = GAME_RESTORED;
    
    if (fd == -1)
	return ERR_BAD_ARGS;
    
    switch (nh_get_savegame_status(fd, NULL)) {
	case LS_INVALID:	return ERR_BAD_FILE;
	case LS_DONE:		return ERR_GAME_OVER;
	case LS_CRASHED:	force_replay = TRUE; break;
	case LS_IN_PROGRESS:	return ERR_IN_PROGRESS;
	case LS_SAVED:		break; /* default, everything is A-OK */
    }
    
    if (!api_entry_checkpoint())
	goto error_out;
    
    error = ERR_BAD_FILE;
    replay_set_logfile(fd); /* store the fd and try to get a lock or exit */
    replay_begin();

    program_state.restoring = TRUE;
    iflags.disable_log = TRUE; /* don't log any of the commands, they're already in the log */

    /* Read the log header for this game. */
    replay_read_newgame(&turntime, &playmode, namebuf,
			&irole, &irace, &igend, &ialign);

    /* set special windowprocs which will autofill requests for user input
     * with data from the log file */
    replay_setup_windowprocs(rwinprocs);

    startup_common(namebuf, playmode);
    u.initrole = irole;
    u.initrace = irace;
    u.initgend = igend;
    u.initalign = ialign;

    if (!force_replay) {
	error = ERR_RESTORE_FAILED;
	replay_run_cmdloop(TRUE, FALSE, TRUE);
	replay_jump_to_endpos();
	if (!dorecover_fd(fd)) {
	    replay_undo_jump_to_endpos();
	    goto error_out2;
	}
	replay_undo_jump_to_endpos();
	wd_message();
	program_state.game_running = 1;
	post_init_tasks();
    } else {
	replay_run_cmdloop(TRUE, TRUE, FALSE); /* option setup only */
	newgame();
	/* try replaying instead */
	error = ERR_REPLAY_FAILED;
	replay_run_cmdloop(FALSE, FALSE, TRUE);
	replay_sync_save();
    }
    
    /* restore standard window procs */
    replay_restore_windowprocs();
    program_state.restoring = FALSE;
    iflags.disable_log = FALSE;

    /* clean up data used for replay */
    replay_end();
    log_truncate();
    log_init(); /* must be called before we start writing to the log */

    /* info might not have reached the ui while alternate window procs were set */
    doredraw();

    /* nh_start_game() does this via newgame(), but since this function doesn't
     * call newgame(), we have to do it here instead. */
    notify_levelchange(NULL);

    bot();
    flush_screen();
    was_on_elbereth = !sengr_at("Elbereth", u.ux, u.uy); /* force botl update later */

    welcome(FALSE);
    realtime_messages(TRUE, TRUE);
    update_inventory();
    
    api_exit();
    return GAME_RESTORED;

error_out2:
    api_exit();
    
error_out:
    replay_restore_windowprocs();
    program_state.restoring = FALSE;
    iflags.disable_log = FALSE;
    replay_end();
    unlock_fd(fd);
    
    if (error == ERR_RESTORE_FAILED) {
	raw_printf("Restore failed. Attempting to replay instead.\n");
	error = nh_restore_game(fd, rwinprocs, TRUE);
    }
    
    return error;
}