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Print script errors to the console at all times
This change prints script errors and their callstack to the console even when sq_showvmoutput < 2 (this avoids confusion when running a dedicated server and the server 'appears' to shutdown the game on its own. You could also check the script log files which are written to at all times, but having some indication is nice).
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@ -11,6 +11,8 @@
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bool g_bSQAuxError = false;
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bool g_bSQAuxBadLogic = false;
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HSQUIRRELVM g_pErrorVM = nullptr;
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SQInteger sqstd_aux_printerror(HSQUIRRELVM v)
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{
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g_bSQAuxError = true;
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@ -21,6 +23,8 @@ SQInteger sqstd_aux_printerror(HSQUIRRELVM v)
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SQInteger sqstd_aux_badlogic(HSQUIRRELVM v, __m128i* a2, __m128i* a3)
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{
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g_pErrorVM = v;
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SQInteger results = v_sqstd_aux_badlogic(v, a2, a3);
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return results;
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}
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@ -1,6 +1,9 @@
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#pragma once
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#include "sqtype.h"
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extern bool g_bSQAuxError;
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extern bool g_bSQAuxBadLogic;
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extern HSQUIRRELVM g_pErrorVM;
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inline CMemory p_sqstd_aux_printerror;
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inline auto v_sqstd_aux_printerror = p_sqstd_aux_printerror.RCast<SQInteger(*)(HSQUIRRELVM v)>();
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@ -105,7 +105,8 @@ SQRESULT SQVM_PrintFunc(HSQUIRRELVM v, SQChar* fmt, ...)
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if (sq_showvmoutput->GetInt() > 0) {
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sqlogger->debug(vmStr);
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}
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if (sq_showvmoutput->GetInt() > 1)
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if (sq_showvmoutput->GetInt() > 1 ||
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(g_bSQAuxError || g_bSQAuxBadLogic && v == g_pErrorVM))
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{
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bool bError = false;
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bool bColorOverride = false;
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@ -334,10 +335,15 @@ void SQVM_CompileError(HSQUIRRELVM v, const SQChar* pszError, const SQChar* pszF
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//---------------------------------------------------------------------------------
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void SQVM_LogicError(SQBool bPrompt)
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{
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if (*g_flErrorTimeStamp > 0.0 && (bPrompt || Plat_FloatTime() > *g_flErrorTimeStamp + 0.0))
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if ((*g_flErrorTimeStamp) > 0.0 && (bPrompt || Plat_FloatTime() > (*g_flErrorTimeStamp) + 0.0))
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{
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g_bSQAuxBadLogic = true;
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}
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else
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{
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g_bSQAuxBadLogic = false;
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g_pErrorVM = nullptr;
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}
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v_SQVM_LogicError(bPrompt);
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}
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@ -11,12 +11,21 @@ struct SQVM
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{
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return _vftable;
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}
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#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
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SQCONTEXT GetContext() const
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{
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#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
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return _contextidx;
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#else // This is the only way to obtain the context directly in anything <S3 without involving global script pointers.
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if (strcmp(_sharedstate->_contextname, "SERVER") == 0)
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return SQCONTEXT::SERVER;
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if (strcmp(_sharedstate->_contextname, "CLIENT") == 0)
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return SQCONTEXT::CLIENT;
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if (strcmp(_sharedstate->_contextname, "UI") == 0)
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return SQCONTEXT::UI;
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return SQCONTEXT::NONE;
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#endif // !GAMEDLL_S0 && !GAMEDLL_S1 && !GAMEDLL_S2
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}
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#endif
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SQVM* _vftable;
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_BYTE gap000[16];
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