Prevent infinite looping of Mario action transitions

There have been several times where the unpredictable behavior of
a remote player where execute_mario_action() would get caught in
an infinite loop. Now we attempt to detect an infinite hang and
escape from it. The sequence of actions will be recorded into an
errorlog.txt file. In debug mode this infinite hang will cause an
assertion to fail, crashing the game. In normal mode the game will
break out of it and hopefully carry on normally after new packets
come in.

I believe this addresses github issue #12 but I can't be sure.
This commit is contained in:
MysterD 2020-09-01 22:06:36 -07:00
parent af117f4647
commit c88ff19190
4 changed files with 106 additions and 1 deletions

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@ -555,6 +555,12 @@ endif
# Check for enhancement options # Check for enhancement options
# Check for debug option
ifeq ($(DEBUG),1)
CC_CHECK += -DDEBUG
CFLAGS += -DDEBUG
endif
# Check for immediate load option # Check for immediate load option
ifeq ($(IMMEDIATELOAD),1) ifeq ($(IMMEDIATELOAD),1)
CC_CHECK += -DIMMEDIATELOAD CC_CHECK += -DIMMEDIATELOAD

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@ -1,5 +1,9 @@
#include <PR/ultratypes.h> #include <PR/ultratypes.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "sm64.h" #include "sm64.h"
#include "area.h" #include "area.h"
#include "audio/data.h" #include "audio/data.h"
@ -40,6 +44,8 @@
#include "bettercamera.h" #include "bettercamera.h"
#endif #endif
#define MAX_HANG_PREVENTION 64
u16 gFreezeMario = 0; u16 gFreezeMario = 0;
u32 unused80339F10; u32 unused80339F10;
@ -1760,6 +1766,44 @@ void func_sh_8025574C(void) {
} }
} }
static u8 prevent_hang(u32 hangPreventionActions[], u8* hangPreventionIndex) {
// save the action sequence
hangPreventionActions[*hangPreventionIndex] = gMarioState->action;
*hangPreventionIndex = *hangPreventionIndex + 1;
if (*hangPreventionIndex < MAX_HANG_PREVENTION) { return FALSE; }
// only dump the log once
static u8 dumped = FALSE;
if (dumped) { return TRUE; }
dumped = TRUE;
// open the log
FILE* f = NULL;
if (!logfile_open(&f)) { return TRUE; }
// complain to console
printf("#######################################\n");
printf("# HANG PREVENTED #\n");
printf("# Send the error log to the developer #\n");
printf("#######################################\n");
// save to log
fprintf(f, "(gMarioState->action: hang prevention begin)\n");
for (int i = 0; i < MAX_HANG_PREVENTION; i++) {
fprintf(f, "%08X\n", hangPreventionActions[i]);
}
fprintf(f, "(gMarioState->action: hang prevention end)\n");
logfile_close();
// force the crash in debug mode
#ifdef DEBUG
assert(hangPreventionIndex == 0);
#endif
return TRUE;
}
/** /**
* Main function for executing Mario's behavior. * Main function for executing Mario's behavior.
*/ */
@ -1768,7 +1812,6 @@ s32 execute_mario_action(UNUSED struct Object *o) {
/** /**
* Cheat stuff * Cheat stuff
*/ */
if (Cheats.EnableCheats) if (Cheats.EnableCheats)
{ {
if (Cheats.GodMode) if (Cheats.GodMode)
@ -1802,6 +1845,9 @@ s32 execute_mario_action(UNUSED struct Object *o) {
if (gFreezeMario < 1 && gDialogID != -1) { gFreezeMario = 1; } if (gFreezeMario < 1 && gDialogID != -1) { gFreezeMario = 1; }
} }
u32 hangPreventionActions[MAX_HANG_PREVENTION];
u8 hangPreventionIndex = 0;
// The function can loop through many action shifts in one frame, // The function can loop through many action shifts in one frame,
// which can lead to unexpected sub-frame behavior. Could potentially hang // which can lead to unexpected sub-frame behavior. Could potentially hang
// if a loop of actions were found, but there has not been a situation found. // if a loop of actions were found, but there has not been a situation found.
@ -1810,6 +1856,12 @@ s32 execute_mario_action(UNUSED struct Object *o) {
if (gMarioState->playerIndex == 0 && gFreezeMario > 0 && (gMarioState->action & ACT_GROUP_MASK) != ACT_GROUP_CUTSCENE) { if (gMarioState->playerIndex == 0 && gFreezeMario > 0 && (gMarioState->action & ACT_GROUP_MASK) != ACT_GROUP_CUTSCENE) {
break; break;
} }
// this block can get stuck in an infinite loop due to unexpected circumstances arising from networked players
if (prevent_hang(hangPreventionActions, &hangPreventionIndex)) {
break;
}
switch (gMarioState->action & ACT_GROUP_MASK) { switch (gMarioState->action & ACT_GROUP_MASK) {
case ACT_GROUP_STATIONARY: case ACT_GROUP_STATIONARY:
inLoop = mario_execute_stationary_action(gMarioState); inLoop = mario_execute_stationary_action(gMarioState);

40
src/pc/logfile.c Normal file
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@ -0,0 +1,40 @@
// logfile.c - handles opening and closing of the log file
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <stdbool.h>
#define LOGFILE_NAME "errorlog.txt"
static bool firstOpen = true;
static bool active = false;
static FILE* logfile = NULL;
bool logfile_open(FILE** f) {
if (active) {
*f = logfile;
return true;
}
printf("Initiating logfile to '%s'\n", LOGFILE_NAME);
logfile = fopen(fs_get_write_path(LOGFILE_NAME), "a");
if (logfile == NULL) { return false; }
*f = logfile;
if (firstOpen) {
fprintf(logfile, "--- new run ---\n");
firstOpen = false;
}
active = true;
return logfile;
}
void logfile_close(void) {
if (!active) { return; }
fflush(logfile);
fclose(logfile);
active = false;
}

7
src/pc/logfile.h Normal file
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@ -0,0 +1,7 @@
#ifndef LOGFILE_H
#define LOGFILE_H
bool logfile_open(FILE** f);
void logfile_close(void);
#endif