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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SYNC_DEBUGGER_H
#define SYNC_DEBUGGER_H
#ifdef SYNCDEBUG
#include <assert.h>
#include <deque>
#include <vector>
#include <boost/cstdint.hpp>
/**
* @brief sync debugger class
*
* The sync debugger keeps track of the results of the last assignments of
* synced variables, and, if compiled with HAVE_BACKTRACE, it keeps a backtrace
* for every assignment. This allows communication between client and server
* to figure out which exact assignment (including backtrace) was the first
* assignment to differ between client and server.
*/
class CSyncDebugger {
public:
/**
* @brief get sync debugger instance
*
* The sync debugger is a singleton (for now).
* @return the instance
*/
static CSyncDebugger* GetInstance();
private:
enum {
MAX_STACK = 5, ///< Maximum number of stackframes per HistItemWithBacktrace.
BLOCK_SIZE = 2048, ///< Number of \p HistItem per block history.
HISTORY_SIZE = 2048, ///< Number of blocks of the entire history.
};
/**
* @brief a clientside history item representing one assignment
*
* One clientside item in the history (without backtrace) is
* represented by this structure.
*/
struct HistItem {
/// Checksum (XOR of 32 bit dwords of the data),
/// or the data itself if it is 32 bits or less.
unsigned data;
};
/**
* @brief a serverside history item representing one assignment
*
* One serverside item in the history (with backtrace) is represented
* by this structure.
*/
struct HistItemWithBacktrace: public HistItem {
const char* op; ///< Pointer to short static string giving operator type (e.g. "+=").
unsigned frameNum; ///< gs->frameNum at the time this entry was committed.
unsigned bt_size; ///< Number of entries in the stacktrace.
void* bt[MAX_STACK]; ///< The stacktrace (frame pointers).
};
private:
// client thread
/**
* @brief the history on clients
*
* This points to the assignment history that doesn't have backtraces.
* It is used on platforms which don't have a backtrace() function
* (Windows) and on game clients. The game host uses historybt instead.
*
* Results of the last HISTORY_SIZE * BLOCK_SIZE = 2048 * 2048 = 4194304
* assignments to synced variables are stored in it.
*/
HistItem* history;
/**
* @brief the history on the host
*
* This points to the assignment history that does have backtraces.
* It is used when running as server on platforms that have a
* backtrace() function. Game clients use the history array instead.
*
* Results of the last 4194304 assignments to synced variables are
* stored in it, with a backtrace attached to each of these results.
*/
HistItemWithBacktrace* historybt;
unsigned historyIndex; ///< Where are we in the history buffer?
volatile bool disable_history; ///< Volatile because it is read by server thread and written by client thread.
bool may_enable_history; ///< Is it safe already to set disable_history = false?
boost::uint64_t flop; ///< Current (local) operation number.
// server thread
struct PlayerStruct
{
std::vector<unsigned> checksumResponses;
boost::uint64_t remoteFlop;
std::vector<unsigned> remoteHistory;
PlayerStruct() : remoteFlop(0) {}
};
typedef std::vector<PlayerStruct> PlayerVec;
PlayerVec players;
std::deque<unsigned> requestedBlocks; ///< We are processing these blocks.
std::deque<unsigned> pendingBlocksToRequest; ///< We still need to receive these blocks (slowly emptied).
bool waitingForBlockResponse; ///< Are we still waiting for a block response?
private:
// don't construct or copy
CSyncDebugger();
CSyncDebugger(const CSyncDebugger&);
CSyncDebugger& operator=(const CSyncDebugger&);
~CSyncDebugger();
/**
* @brief output a backtrace to the log
*
* Writes the backtrace attached to history item # index to the log.
* The backtrace is prefixed with prefix.
*/
void Backtrace(int index, const char* prefix) const;
/**
* @brief get a checksum for a backtrace in the history
*
* @return a checksum for backtrace # index in the history.
*/
unsigned GetBacktraceChecksum(int index) const;
/**
* @brief second step after desync
*
* Called by client to send a response to a checksum request.
*/
void ClientSendChecksumResponse();
/**
* @brief third step after desync
*
* Called by server after all checksum responses have been received.
* Compares the checksumResponses and figures out which blocks are out
* of sync (have different checksum). For these blocks requests are
* queued which will be send next frames (one request at a time, see
* CSyncDebugger::ServerHandlePendingBlockRequests()).
*/
void ServerQueueBlockRequests();
/**
* @brief fourth step after desync
*
* Called by client to send a response to a block request.
*/
void ClientSendBlockResponse(int block);
/**
* @brief fifth step after desync
*
* Called each time a set of blockResponses (one for every client) is
* received.
* If there are no more pendingBlocksToRequest,
* it triggers the sixth step, ServerDumpStack().
*/
void ServerReceivedBlockResponses();
/**
* @brief sixth step after desync
*
* Called by server once all blockResponses are received. It dumps a
* backtrace to the logger for every checksum mismatch in the block
* which was out of sync. The backtraces are passed to the logger in a
* fairly simple form consisting basically only of hexadecimal
* addresses. The logger class resolves those to function, file-name
* & line number.
*/
void ServerDumpStack();
public:
/**
* @brief the backbone of the sync debugger
*
* This function adds an item to the history and appends a backtrace and
* an operator (op) to it. p must point to the data to checksum and size
* must be the size of that data.
*/
void Sync(const void* p, unsigned size, const char* op);
/**
* @brief initialize
*
* Initialize the sync debugger.
* @param useBacktrace true for a server (requires approx. 160 MegaBytes
* on 32 bit systems and 256 MegaBytes on 64 bit systems)
* and false for a client (requires only 32 MegaBytes extra)
*/
void Initialize(bool useBacktrace, unsigned numPlayers);
/**
* @brief first step after desync
*
* Does nothing
*/
void ServerTriggerSyncErrorHandling(int serverframenum);
/**
* @brief serverside network receiver
*
* Plugin for the CGameServer network code in GameServer.cpp.
* @return the number of bytes read from the network stream
*/
bool ServerReceived(const unsigned char* inbuf);
/**
* @brief helper for the third step
*
* Must be called by the server in GameServer.cpp once every frame to
* handle queued block requests.
* @see #ServerQueueBlockRequests()
*/
void ServerHandlePendingBlockRequests();
/**
* @brief clientside network receiver
*
* Plugin for the CGame network code in Game.cpp.
* @return the number of bytes read from the network stream
*/
bool ClientReceived(const unsigned char* inbuf);
/**
* @brief re-enable the history
*
* Restart the sync debugger lifecycle, so it can be used again (if the
* sync errors are resolved somehow or you were just testing it using
* /fakedesync).
*
* Called after typing '/reset' in chat area.
*/
void Reset();
friend class CSyncedPrimitiveBase;
};
#endif // SYNCDEBUG
#endif // SYNC_DEBUGGER_H
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