Dynamic debug environment READY FOR YOU

This commit is contained in:
jaynus 2015-05-10 12:24:22 -07:00
parent a21391fc7d
commit d4a354d5b8
4 changed files with 57 additions and 12 deletions

View File

@ -8,7 +8,8 @@ PREP(monitorResultsPFH);
PREP(parseResult);
PREP(callExtension);
GVAR(extensionLibrary) = "z\ace\ace_vd.dll";
// This value is used for debug loading of the extension with dynload
GVAR(extensionLibrary) = "z\ace\extensions\build\vd\Debug\ace_vd.dll";
GVAR(async) = true;
GVAR(ready) = false;

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@ -1,4 +1,4 @@
#define DEBUG_MODE_FULL
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
// Initialize our event handlers

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@ -5,8 +5,50 @@
<Key ID="STR_ACE_VehicleDamage">
<English>Advanced Vehicle Damage</English>
</Key>
<Key ID="STR_ACE_VehicleDamage">
<English>TODO</English>
<Key ID="STR_ACE_VehicleDamage_Desc">
<English>Provides advanced model based and material physics based vehicle damage simulation.</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_level">
<English>Difficulty Level</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_level_Desc">
<English></English>
</Key>
<Key ID="STR_ACE_VehicleDamage_advancedMaterials">
<English>Advanced Materials Simulation</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_advancedMaterials_Desc">
<English></English>
</Key>
<Key ID="STR_ACE_VehicleDamage_advancedHitpoints">
<English>Advanced Hitpoints Simulation</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_advancedHitpoints_Desc">
<English></English>
</Key>
<Key ID="STR_ACE_VehicleDamage_enableCookoff">
<English>Enable Cookoff</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_enableCookoff_Desc">
<English></English>
</Key>
<Key ID="STR_ACE_VehicleDamage_enableCrewKills">
<English>Enable Crew Kills</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_enableCrewKills_Desc">
<English></English>
</Key>
<Key ID="STR_ACE_VehicleDamage_persistDamage">
<English>Persist Vehicle Damage</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_persistDamage_Desc">
<English></English>
</Key>
<Key ID="STR_ACE_VehicleDamage_reactiveArmor">
<English>Enable Reactive Armor Simulation</English>
</Key>
<Key ID="STR_ACE_VehicleDamage_reactiveArmor_Desc">
<English></English>
</Key>
</Package>
</Project>

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@ -77,7 +77,7 @@ namespace ace {
_message_id = _message_id + 1;
} else {
#ifdef _DEBUG
if (_messages.front().command != "fetch_result") {
if (name_ != "fetch_result") {
LOG(TRACE) << "dispatch[immediate]:\t[" << name_ << "] { " << args_.get() << " }";
}
#endif
@ -109,24 +109,26 @@ namespace ace {
while (!_messages.empty()) {
if (_ready) {
dispatch_result result;
result.id = _messages.front().id;
result.message.resize(4096);
dispatch_message _message = std::move(_messages.front());
_messages.pop();
result.id = _message.id;
result.message.resize(4096);
#ifdef _DEBUG
if (_messages.front().command != "fetch_result") {
LOG(TRACE) << "dispatch[threaded]:\t[" << _messages.front().command << "]";
if (_messages.front().args.size() > 0) {
if (_message.command != "fetch_result") {
LOG(TRACE) << "dispatch[threaded]:\t[" << _message.command << "]";
if (_message.args.size() > 0) {
// LOG(TRACE) << "\t{ " << _messages.front().args.get() << " }";
}
}
#endif
dispatcher::call(_messages.front().command, _messages.front().args, result.message);
dispatcher::call(_message.command, _message.args, result.message);
{
std::lock_guard<std::mutex> lock(_results_lock);
_results.push(result);
}
_messages.pop();
}
}
}