Adds command-line and config options for OOS log and serialization test modes: -ooslog and -serializationtest
This was SVN commit r12930.
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@ -41,6 +41,10 @@ Advanced / diagnostic:
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PATH is system path to commands.txt containing simulation log
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-writableRoot store runtime game data in root data directory
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(only use if you have write permissions on that directory)
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-ooslog dumps simulation state in binary and ASCII representation each turn.
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NOTE: game will run much slower with this option!
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-serializationtest checks simulation state each turn for serialization errors.
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NOTE: game will run much slower with this option!
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Windows-specific:
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-wQpcTscSafe allow timing via QueryPerformanceCounter despite the fact
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@ -191,6 +191,12 @@ static void ProcessCommandLineArgs(const CmdLineArgs& args)
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if (args.Has("vsync"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "vsync")->m_String = "true";
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if (args.Has("ooslog"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "ooslog")->m_String = "true";
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if (args.Has("serializationtest"))
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g_ConfigDB.CreateValue(CFG_COMMAND, "serializationtest")->m_String = "true";
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}
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@ -33,6 +33,7 @@
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#include "lib/file/vfs/vfs_util.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "ps/Filesystem.h"
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#include "ps/Loader.h"
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#include "ps/Profile.h"
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@ -68,8 +69,8 @@ public:
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RegisterFileReloadFunc(ReloadChangedFileCB, this);
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// m_EnableOOSLog = true; // TODO: this should be a command-line flag or similar
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// m_EnableSerializationTest = true; // TODO: this should too
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CFG_GET_USER_VAL("ooslog", Bool, m_EnableOOSLog);
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CFG_GET_USER_VAL("serializationtest", Bool, m_EnableSerializationTest);
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}
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~CSimulation2Impl()
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