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; }