/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file debug.h Functions related to debugging. */ #ifndef DEBUG_H #define DEBUG_H /* Debugging messages policy: * These should be the severities used for direct DEBUG() calls * maximum debugging level should be 10 if really deep, deep * debugging is needed. * (there is room for exceptions, but you have to have a good cause): * 0 - errors or severe warnings * 1 - other non-fatal, non-severe warnings * 2 - crude progress indicator of functionality * 3 - important debugging messages (function entry) * 4 - debugging messages (crude loop status, etc.) * 5 - detailed debugging information * 6.. - extremely detailed spamming */ #ifdef NO_DEBUG_MESSAGES #define DEBUG(name, level, ...) { } #else /* NO_DEBUG_MESSAGES */ /** * Output a line of debugging information. * @param name Category * @param level Debugging level, higher levels means more detailed information. */ #define DEBUG(name, level, ...) if ((level) == 0 || _debug_ ## name ## _level >= (level)) debug(#name, __VA_ARGS__) extern int _debug_ai_level; extern int _debug_driver_level; extern int _debug_grf_level; extern int _debug_map_level; extern int _debug_misc_level; extern int _debug_net_level; extern int _debug_sprite_level; extern int _debug_oldloader_level; extern int _debug_npf_level; extern int _debug_yapf_level; extern int _debug_freetype_level; extern int _debug_sl_level; extern int _debug_gamelog_level; extern int _debug_desync_level; extern int _debug_console_level; void CDECL debug(const char *dbg, const char *format, ...) WARN_FORMAT(2, 3); #endif /* NO_DEBUG_MESSAGES */ void SetDebugString(const char *s); const char *GetDebugString(); /* Shorter form for passing filename and linenumber */ #define FILE_LINE __FILE__, __LINE__ /** * Get the tick counter from the CPU (high precision timing). * @return The count. */ uint64 ottd_rdtsc(); /* Used for profiling * * Usage: * TIC(); * --Do your code-- * TOC("A name", 1); * * When you run the TIC() / TOC() multiple times, you can increase the '1' * to only display average stats every N values. Some things to know: * * for (int i = 0; i < 5; i++) { * TIC(); * --Do yuor code-- * TOC("A name", 5); * } * * Is the correct usage for multiple TIC() / TOC() calls. * * TIC() / TOC() creates its own block, so make sure not the mangle * it with another block. **/ #define TIC() {\ uint64 _xxx_ = ottd_rdtsc();\ static uint64 __sum__ = 0;\ static uint32 __i__ = 0; #define TOC(str, count)\ __sum__ += ottd_rdtsc() - _xxx_;\ if (++__i__ == count) {\ DEBUG(misc, 0, "[%s] " OTTD_PRINTF64 " [avg: %.1f]", str, __sum__, __sum__/(double)__i__);\ __i__ = 0;\ __sum__ = 0;\ }\ } void ShowInfo(const char *str); void CDECL ShowInfoF(const char *str, ...) WARN_FORMAT(1, 2); const char *GetLogPrefix(); /** The real time in the game. */ extern uint32 _realtime_tick; #endif /* DEBUG_H */