void log_printline(enum LogMessageLevel lev, const std::string &text) { log_threadnamemutex.Lock(); std::string threadname = "(unknown thread)"; std::map<threadid_t, std::string>::const_iterator i; i = log_threadnames.find(get_current_thread_id()); if(i != log_threadnames.end()) threadname = i->second; std::string levelname = get_lev_string(lev); std::ostringstream os(std::ios_base::binary); os<<getTimestamp()<<": "<<levelname<<"["<<threadname<<"]: "<<text; for(std::list<ILogOutput*>::iterator i = log_outputs[lev].begin(); i != log_outputs[lev].end(); i++){ ILogOutput *out = *i; if (out->silence) continue; out->printLog(os.str()); out->printLog(os.str(), lev); out->printLog(lev, text); } log_threadnamemutex.Unlock(); }
ClientCached* getClientCached(const std::string &name, IGameDef *gamedef) const { ClientCached *cc = NULL; m_clientcached.get(name, &cc); if(cc) return cc; if(get_current_thread_id() == m_main_thread) { return createClientCachedDirect(name, gamedef); } else { // We're gonna ask the result to be put into here static ResultQueue<std::string, ClientCached*, u8, u8> result_queue; // Throw a request in m_get_clientcached_queue.add(name, 0, 0, &result_queue); try{ while(true) { // Wait result for a second GetResult<std::string, ClientCached*, u8, u8> result = result_queue.pop_front(1000); if (result.key == name) { return result.item; } } } catch(ItemNotFoundException &e) { errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl; return &m_dummy_clientcached; } } }
//systemwide thread inline OS_systemwide_thread_id_t get_current_systemwide_thread_id() { return get_current_thread_id(); }
int *__errno_ptr(void) { return &__errno_array[get_current_thread_id()]; }
void log_deregister_thread() { threadid_t id = get_current_thread_id(); log_threadnames.erase(id); }
void log_register_thread(const std::string &name) { threadid_t id = get_current_thread_id(); log_threadnames[id] = name; }
ClientCached* createClientCachedDirect(const std::string &name, IGameDef *gamedef) const { infostream<<"Lazily creating item texture and mesh for \"" <<name<<"\""<<std::endl; // This is not thread-safe sanity_check(get_current_thread_id() == m_main_thread); // Skip if already in cache ClientCached *cc = NULL; m_clientcached.get(name, &cc); if(cc) return cc; ITextureSource *tsrc = gamedef->getTextureSource(); INodeDefManager *nodedef = gamedef->getNodeDefManager(); const ItemDefinition &def = get(name); // Create new ClientCached cc = new ClientCached(); // Create an inventory texture cc->inventory_texture = NULL; if(def.inventory_image != "") cc->inventory_texture = tsrc->getTexture(def.inventory_image); // Additional processing for nodes: // - Create a wield mesh if WieldMeshSceneNode can't render // the node on its own. // - If inventory_texture isn't set yet, create one using // render-to-texture. if (def.type == ITEM_NODE) { // Get node properties content_t id = nodedef->getId(name); const ContentFeatures &f = nodedef->get(id); bool need_rtt_mesh = cc->inventory_texture == NULL; // Keep this in sync with WieldMeshSceneNode::setItem() bool need_wield_mesh = !(f.mesh_ptr[0] || f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES || f.drawtype == NDT_AIRLIKE); scene::IMesh *node_mesh = NULL; if (need_rtt_mesh || need_wield_mesh) { u8 param1 = 0; if (f.param_type == CPT_LIGHT) param1 = 0xee; /* Make a mesh from the node */ MeshMakeData mesh_make_data(gamedef, false); u8 param2 = 0; if (f.param_type_2 == CPT2_WALLMOUNTED) param2 = 1; MapNode mesh_make_node(id, param1, param2); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0)); node_mesh = mapblock_mesh.getMesh(); node_mesh->grab(); video::SColor c(255, 255, 255, 255); setMeshColor(node_mesh, c); // scale and translate the mesh so it's a // unit cube centered on the origin scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS)); translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0)); } /* Draw node mesh into a render target texture */ if (need_rtt_mesh) { TextureFromMeshParams params; params.mesh = node_mesh; params.dim.set(64, 64); params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT"; params.delete_texture_on_shutdown = true; params.camera_position.set(0, 1.0, -1.5); params.camera_position.rotateXZBy(45); params.camera_lookat.set(0, 0, 0); // Set orthogonal projection params.camera_projection_matrix.buildProjectionMatrixOrthoLH( 1.65, 1.65, 0, 100); params.ambient_light.set(1.0, 0.2, 0.2, 0.2); params.light_position.set(10, 100, -50); params.light_color.set(1.0, 0.5, 0.5, 0.5); params.light_radius = 1000; #ifdef __ANDROID__ params.camera_position.set(0, -1.0, -1.5); params.camera_position.rotateXZBy(45); params.light_position.set(10, -100, -50); #endif cc->inventory_texture = tsrc->generateTextureFromMesh(params); // render-to-target didn't work if (cc->inventory_texture == NULL) { cc->inventory_texture = tsrc->getTexture(f.tiledef[0].name); } } /* Use the node mesh as the wield mesh */ if (need_wield_mesh) { cc->wield_mesh = node_mesh; cc->wield_mesh->grab(); // no way reference count can be smaller than 2 in this place! assert(cc->wield_mesh->getReferenceCount() >= 2); } if (node_mesh) node_mesh->drop(); } // Put in cache m_clientcached.set(name, cc); return cc; }
/* This method generates all the textures */ u32 TextureSource::getTextureIdDirect(const std::string &name) { //infostream<<"getTextureIdDirect(): name=\""<<name<<"\""<<std::endl; // Empty name means texture 0 if(name == "") { infostream<<"getTextureIdDirect(): name is empty"<<std::endl; return 0; } /* Calling only allowed from main thread */ if(get_current_thread_id() != m_main_thread) { errorstream<<"TextureSource::getTextureIdDirect() " "called not from main thread"<<std::endl; return 0; } /* See if texture already exists */ { JMutexAutoLock lock(m_textureinfo_cache_mutex); std::map<std::string, u32>::iterator n; n = m_name_to_id.find(name); if(n != m_name_to_id.end()) { /*infostream<<"getTextureIdDirect(): \""<<name <<"\" found in cache"<<std::endl;*/ return n->second; } } /*infostream<<"getTextureIdDirect(): \""<<name <<"\" NOT found in cache. Creating it."<<std::endl;*/ /* Get the base image */ char separator = '^'; /* This is set to the id of the base image. If left 0, there is no base image and a completely new image is made. */ u32 base_image_id = 0; // Find last meta separator in name s32 last_separator_position = -1; for(s32 i=name.size()-1; i>=0; i--) { if(name[i] == separator) { last_separator_position = i; break; } } /* If separator was found, construct the base name and make the base image using a recursive call */ std::string base_image_name; if(last_separator_position != -1) { // Construct base name base_image_name = name.substr(0, last_separator_position); /*infostream<<"getTextureIdDirect(): Calling itself recursively" " to get base image of \""<<name<<"\" = \"" <<base_image_name<<"\""<<std::endl;*/ base_image_id = getTextureIdDirect(base_image_name); } //infostream<<"base_image_id="<<base_image_id<<std::endl; video::IVideoDriver* driver = m_device->getVideoDriver(); assert(driver); video::ITexture *t = NULL; /* An image will be built from files and then converted into a texture. */ video::IImage *baseimg = NULL; // If a base image was found, copy it to baseimg if(base_image_id != 0) { JMutexAutoLock lock(m_textureinfo_cache_mutex); TextureInfo *ti = &m_textureinfo_cache[base_image_id]; if(ti->img == NULL) { infostream<<"getTextureIdDirect(): WARNING: NULL image in " <<"cache: \""<<base_image_name<<"\"" <<std::endl; } else { core::dimension2d<u32> dim = ti->img->getDimension(); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); ti->img->copyTo( baseimg, // target v2s32(0,0), // position in target core::rect<s32>(v2s32(0,0), dim) // from ); /*infostream<<"getTextureIdDirect(): Loaded \"" <<base_image_name<<"\" from image cache" <<std::endl;*/ } } /* Parse out the last part of the name of the image and act according to it */ std::string last_part_of_name = name.substr(last_separator_position+1); //infostream<<"last_part_of_name=\""<<last_part_of_name<<"\""<<std::endl; // Generate image according to part of name if(!generateImage(last_part_of_name, baseimg)) { errorstream<<"getTextureIdDirect(): " "failed to generate \""<<last_part_of_name<<"\"" <<std::endl; } // If no resulting image, print a warning if(baseimg == NULL) { errorstream<<"getTextureIdDirect(): baseimg is NULL (attempted to" " create texture \""<<name<<"\""<<std::endl; } if(baseimg != NULL) { // Create texture from resulting image t = driver->addTexture(name.c_str(), baseimg); } /* Add texture to caches (add NULL textures too) */ JMutexAutoLock lock(m_textureinfo_cache_mutex); u32 id = m_textureinfo_cache.size(); TextureInfo ti(name, t, baseimg); m_textureinfo_cache.push_back(ti); m_name_to_id[name] = id; /*infostream<<"getTextureIdDirect(): " <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/ return id; }
ClientCached* createClientCachedDirect(const std::string &name, IGameDef *gamedef) const { infostream<<"Lazily creating item texture and mesh for \"" <<name<<"\""<<std::endl; // This is not thread-safe assert(get_current_thread_id() == m_main_thread); // Skip if already in cache ClientCached *cc = NULL; m_clientcached.get(name, &cc); if(cc) return cc; ITextureSource *tsrc = gamedef->getTextureSource(); INodeDefManager *nodedef = gamedef->getNodeDefManager(); IrrlichtDevice *device = tsrc->getDevice(); video::IVideoDriver *driver = device->getVideoDriver(); const ItemDefinition *def = &get(name); // Create new ClientCached cc = new ClientCached(); bool need_node_mesh = false; // Create an inventory texture cc->inventory_texture = NULL; if(def->inventory_image != "") { cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image); } else if(def->type == ITEM_NODE) { need_node_mesh = true; } // Create a wield mesh assert(cc->wield_mesh == NULL); if(def->type == ITEM_NODE && def->wield_image == "") { need_node_mesh = true; } else if(def->wield_image != "" || def->inventory_image != "") { // Extrude the wield image into a mesh std::string imagename; if(def->wield_image != "") imagename = def->wield_image; else imagename = def->inventory_image; cc->wield_mesh = createExtrudedMesh( tsrc->getTextureRaw(imagename), driver, def->wield_scale * v3f(40.0, 40.0, 4.0)); if(cc->wield_mesh == NULL) { infostream<<"ItemDefManager: WARNING: " <<"updateTexturesAndMeshes(): " <<"Unable to create extruded mesh for item " <<def->name<<std::endl; } } if(need_node_mesh) { /* Get node properties */ content_t id = nodedef->getId(def->name); const ContentFeatures &f = nodedef->get(id); u8 param1 = 0; if(f.param_type == CPT_LIGHT) param1 = 0xee; /* Make a mesh from the node */ MeshMakeData mesh_make_data(gamedef); MapNode mesh_make_node(id, param1, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data); scene::IMesh *node_mesh = mapblock_mesh.getMesh(); assert(node_mesh); video::SColor c(255, 255, 255, 255); if(g_settings->getS32("enable_shaders") != 0) c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source)); setMeshColor(node_mesh, c); /* Scale and translate the mesh so it's a unit cube centered on the origin */ scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS)); translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0)); /* Draw node mesh into a render target texture */ if(cc->inventory_texture == NULL) { core::dimension2d<u32> dim(64,64); std::string rtt_texture_name = "INVENTORY_" + def->name + "_RTT"; v3f camera_position(0, 1.0, -1.5); camera_position.rotateXZBy(45); v3f camera_lookat(0, 0, 0); core::CMatrix4<f32> camera_projection_matrix; // Set orthogonal projection camera_projection_matrix.buildProjectionMatrixOrthoLH( 1.65, 1.65, 0, 100); video::SColorf ambient_light(0.2,0.2,0.2); v3f light_position(10, 100, -50); video::SColorf light_color(0.5,0.5,0.5); f32 light_radius = 1000; cc->inventory_texture = generateTextureFromMesh( node_mesh, device, dim, rtt_texture_name, camera_position, camera_lookat, camera_projection_matrix, ambient_light, light_position, light_color, light_radius); // render-to-target didn't work if(cc->inventory_texture == NULL) { cc->inventory_texture = tsrc->getTextureRaw(f.tiledef[0].name); } } else { if (m_driver == 0) m_driver = driver; m_extruded_textures.push_back(cc->inventory_texture); } /* Use the node mesh as the wield mesh */ // Scale to proper wield mesh proportions scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0) * def->wield_scale); cc->wield_mesh = node_mesh; cc->wield_mesh->grab(); //no way reference count can be smaller than 2 in this place! assert(cc->wield_mesh->getReferenceCount() >= 2); } // Put in cache m_clientcached.set(name, cc); return cc; }
void log_api(uint32_t index, int is_success, uintptr_t return_value, uint64_t hash, last_error_t *lasterr, ...) { va_list args; char idx[4]; // We haven't started logging yet. if(index >= sig_index_firsthookidx() && g_monitor_logging == 0) { return; } va_start(args, lasterr); EnterCriticalSection(&g_mutex); if(g_api_init[index] == 0) { log_explain(index); g_api_init[index] = 1; } LeaveCriticalSection(&g_mutex); bson b; bson_init_size(&b, mem_suggested_size(1024)); bson_append_int(&b, "I", index); bson_append_int(&b, "T", get_current_thread_id()); bson_append_int(&b, "t", get_tick_count() - g_starttick); bson_append_long(&b, "h", hash); // If failure has been determined, then log the last error as well. if(is_success == 0) { bson_append_int(&b, "e", lasterr->lasterror); bson_append_int(&b, "E", lasterr->nt_status); } #if DEBUG if(index != sig_index_exception()) { _log_stacktrace(&b); } #endif bson_append_start_array(&b, "args"); bson_append_int(&b, "0", is_success); bson_append_long(&b, "1", return_value); int argnum = 2, override = 0; for (const char *fmt = sig_paramtypes(index); *fmt != 0; fmt++) { ultostr(argnum++, idx, 10); // Limitation override. Instead of displaying this right away in the // report we turn it into a buffer (much like the dropped files). if(*fmt == '!') { override = 1; argnum--; fmt++; } if(*fmt == 's') { const char *s = va_arg(args, const char *); log_string(&b, idx, s, s != NULL ? copy_strlen(s) : 0); } else if(*fmt == 'S') {