Optimize threaded console
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@ -1,5 +1,7 @@
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#include "STDInclude.hpp"
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using namespace std::literals;
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namespace Components
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{
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WINDOW* Console::OutputWindow;
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@ -381,18 +383,27 @@ namespace Components
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DispatchMessageA(&message);
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}
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// if (Game::Com_Milliseconds() - Console::LastRefresh > 50)
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// {
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// // Force process termination
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// // if the main thread is not responding
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// OutputDebugStringA("Process termination forced, as the main thread is not responding!");
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// ExitProcess(static_cast<uint32_t>(-1));
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// }
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// else
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// {
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if (Game::Com_Milliseconds() - Console::LastRefresh > 100 &&
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MessageBoxA(0, "The application is not responding anymore, do you want to force its termination?", "Application is not responding", MB_ICONEXCLAMATION | MB_YESNO) == IDYES)
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{
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// Force process termination
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// if the main thread is not responding
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OutputDebugStringA("Process termination forced, as the main thread is not responding!");
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// We can not force the termination in this thread
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// The destructor would be called in this thread
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// and would try to join this thread, which is impossible
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std::async([] ()
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{
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std::this_thread::sleep_for(200ms);
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ExitProcess(static_cast<uint32_t>(-1));
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});
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}
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else
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{
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// Send quit command to safely terminate the application
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Command::Execute("wait 200;quit\n", false);
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// }
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}
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}
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Console::Console()
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@ -428,14 +439,16 @@ namespace Components
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{
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FreeConsole();
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Utils::Hook::Nop(0x60BB58, 11);
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Utils::Hook::Nop(0x60BB68, 5);
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Utils::Hook(0x60BB68, [] ()
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{
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Console::ConsoleThread = std::thread(Console::ConsoleRunner);
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}, HOOK_CALL).Install()->Quick();
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QuickPatch::OnFrame([] ()
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{
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Console::LastRefresh = Game::Com_Milliseconds();
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});
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Console::ConsoleThread = std::thread(Console::ConsoleRunner);
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}
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else if (Dedicated::IsDedicated()/* || ZoneBuilder::IsEnabled()*/)
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{
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