diff --git a/build/vs2010/Lol.Core.Rules.props b/build/vs2010/Lol.Core.Rules.props
index 1e499ab4..48ce91ec 100644
--- a/build/vs2010/Lol.Core.Rules.props
+++ b/build/vs2010/Lol.Core.Rules.props
@@ -24,7 +24,7 @@
Disabled
MultiThreadedDebugDLL
MultiThreadedDebug
- _DEBUG;%(PreprocessorDefinitions)
+ _DEBUG;LOL_DEBUG;%(PreprocessorDefinitions)
true
@@ -38,7 +38,7 @@
true
true
Speed
- NDEBUG;%(PreprocessorDefinitions)
+ NDEBUG;LOL_RELEASE;%(PreprocessorDefinitions)
diff --git a/build/vs2010/Lol.Core.Vars.props b/build/vs2010/Lol.Core.Vars.props
index 32bc83e5..77c6b991 100644
--- a/build/vs2010/Lol.Core.Vars.props
+++ b/build/vs2010/Lol.Core.Vars.props
@@ -50,7 +50,8 @@
$(GlewDir)\include\GL
$(GlewDir)\lib\i686-w64-mingw32
$(GlewDir)\lib\x86_64-w64-mingw32
- $(SCE_PS3_ROOT)\target\ppu\lib\PSGL\RSX\opt
+ $(SCE_PS3_ROOT)\target\ppu\lib\PSGL\RSX\debug
+ $(SCE_PS3_ROOT)\target\ppu\lib\PSGL\RSX\opt
opengl32.lib;glew32.lib
opengl32.lib;glew32.lib
libPSGL.a;libgcm_cmd.a;libgcm_sys_stub.a;libcgc.a;libPSGLcgc.a
diff --git a/src/ticker.cpp b/src/ticker.cpp
index 85873ecd..ad453b34 100644
--- a/src/ticker.cpp
+++ b/src/ticker.cpp
@@ -33,6 +33,9 @@ public:
todolist(0), autolist(0),
nentities(0),
frame(0), recording(0), deltatime(0), bias(0), fps(0),
+#if LOL_DEBUG
+ keepalive(0),
+#endif
quit(0), quitframe(0), quitdelay(20), panic(0)
{
for (int i = 0; i < Entity::ALLGROUP_END; i++)
@@ -70,6 +73,9 @@ private:
int frame, recording;
Timer timer;
float deltatime, bias, fps;
+#if LOL_DEBUG
+ float keepalive;
+#endif
/* Background threads */
static void *GameThreadMain(void *p);
@@ -154,6 +160,10 @@ int Ticker::Unref(Entity *entity)
void *TickerData::GameThreadMain(void * /* p */)
{
+#if LOL_DEBUG
+ Log::Info("ticker game thread initialised\n");
+#endif
+
for (;;)
{
int tick = data->gametick.Pop();
@@ -200,6 +210,15 @@ void *TickerData::GameThreadMain(void * /* p */)
data->bias = 0.f;
}
+#if LOL_DEBUG
+ data->keepalive += data->deltatime;
+ if (data->keepalive > 10.f)
+ {
+ Log::Info("ticker keepalive: tick!\n");
+ data->keepalive = 0.f;
+ }
+#endif
+
/* If shutdown is stuck, kick the first entity we meet and see
* whether it makes things better. Note that it is always a bug to
* have referenced entities after 20 frames, but at least this
@@ -303,6 +322,10 @@ void *TickerData::GameThreadMain(void * /* p */)
data->drawtick.Push(0);
+#if LOL_DEBUG
+ Log::Info("ticker game thread terminated\n");
+#endif
+
return NULL;
}