tge/engine/platformX86UNIX/x86UNIXProcessControl.cc
2017-04-17 06:17:10 -06:00

193 lines
5.4 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platformX86UNIX/platformX86UNIX.h"
#include "platformX86UNIX/x86UNIXState.h"
#include "platformX86UNIX/x86UNIXStdConsole.h"
#include "platformX86UNIX/x86UNIXMutex.h"
#include "platform/gameInterface.h"
#include "platform/platformVideo.h"
#include "platform/platformInput.h"
#include "console/console.h"
#include <stdlib.h>
#include <unistd.h>
#include <signal.h>
#ifndef DEDICATED
#include <SDL/SDL.h>
#endif
extern void SendQuitEvent();
ProcessMutex pMutex;
//-----------------------------------------------------------------------------
// This is a mainly a debugging function for intercepting a nonzero exit code
// and generating a core dump for a stack trace.
// Need an S64 here because postQuitMessage uses a U32, and
// forceshutdown uses an S32. So S64 is needed to
// accomodate them both
static void CheckExitCode(S64 exitCode)
{
if (exitCode != 0)
{
Con::errorf(ConsoleLogEntry::General,
"Nonzero exit code: %d, triggering SIGSEGV for core dump",
exitCode);
kill(getpid(), SIGSEGV);
}
}
//-----------------------------------------------------------------------------
static void SignalHandler(int sigtype)
{
if (sigtype == SIGSEGV || sigtype == SIGTRAP)
{
signal(SIGSEGV, SIG_DFL);
signal(SIGTRAP, SIG_DFL);
// restore the signal handling to default so that we don't get into
// a crash loop with ImmediateShutdown
ImmediateShutdown(-sigtype, sigtype);
}
else
{
signal(sigtype, SIG_DFL);
dPrintf("Unknown signal caught by SignalHandler: %d\n", sigtype);
dFflushStdout();
// exit to be safe
ImmediateShutdown(1);
}
}
//-----------------------------------------------------------------------------
void Cleanup(bool minimal)
{
if (!minimal)
{
Video::destroy();
Input::destroy();
}
StdConsole::destroy();
#ifndef DEDICATED
GLLoader::OpenGLShutdown();
SDL_Quit();
#endif
// Display* display = x86UNIXState->GetDisplayPointer();
// if (display != NULL)
// XCloseDisplay(display);
pMutex.release();
}
//-----------------------------------------------------------------------------
void ImmediateShutdown(S32 exitCode, S32 signalNum)
{
bool segfault = signalNum > 0;
Cleanup(segfault);
if (!segfault)
{
dPrintf("Exiting\n");
// exit (doesn't call destructors)
_exit(exitCode);
}
else
{
// there is a problem in kernel 2.4.17 which causes a hang when a segfault
// occurs. also subsequent runs of "ps" will hang and the machine has to be
// hard reset to clear up the problem
// JMQ: this bug appears to be fixed in 2.4.18
//#define KERNEL_2_4_WORKAROUND
#ifdef KERNEL_2_4_WORKAROUND
dPrintf("Segmentation Fault (Exiting without core dump due to #define KERNEL_2_4_WORKAROUND)\n");
dFflushStdout();
_exit(exitCode);
#else
// kill with signal
kill(getpid(), signalNum);
#endif
}
}
//-----------------------------------------------------------------------------
void ProcessControlInit()
{
// JMQ: ignore IO signals background read/write terminal (so that we don't
// get suspended in daemon mode)
signal(SIGTTIN, SIG_IGN);
signal(SIGTTOU, SIG_IGN);
// we're not interested in the exit status of child processes, so this
// prevents zombies from accumulating.
#if defined(__FreeBSD__)
signal(SIGCHLD, SIG_IGN);
#else
signal(SIGCLD, SIG_IGN);
#endif
// install signal handler for SIGSEGV, so that we can attempt
// clean shutdown
signal(SIGSEGV, &SignalHandler);
signal(SIGTRAP, &SignalHandler);
}
//-----------------------------------------------------------------------------
bool AcquireProcessMutex(const char *mutexName)
{
return pMutex.acquire(mutexName);
}
//-----------------------------------------------------------------------------
void Platform::postQuitMessage(const U32 in_quitVal)
{
// if we have a window send a quit event, otherwise just force shutdown
#ifndef DEDICATED
if (x86UNIXState->windowCreated())
{
CheckExitCode(in_quitVal);
SendQuitEvent();
}
else
#endif
{
forceShutdown(in_quitVal);
}
}
//-----------------------------------------------------------------------------
void Platform::debugBreak()
{
// in windows, "Calling DebugBreak causes the program to display
// a dialog box as if it had crashed." So we segfault.
Con::errorf(ConsoleLogEntry::General,
"Platform::debugBreak: triggering SIGSEGV for core dump");
//kill(getpid(), SIGSEGV);
kill(getpid(), SIGTRAP);
}
//-----------------------------------------------------------------------------
void Platform::forceShutdown(S32 returnValue)
{
CheckExitCode(returnValue);
// if a dedicated server is running, turn it off
if (x86UNIXState->isDedicated() && Game->isRunning())
Game->setRunning(false);
else
ImmediateShutdown(returnValue);
}
//-----------------------------------------------------------------------------
// testing function
ConsoleFunction(debug_debugbreak, void, 1, 1, "debug_debugbreak()")
{
Platform::debugBreak();
}