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Description
Figured out what's the deal with RGM only wanting to compile a game a single time. It's because after you close the game, emake is crashing. Emake is crashing because of the crappy code I wrote to unmarshal the redirect output file into structured LogMessages.
enigma-dev/CommandLine/emake/Server.cpp
Line 38 in d5fc829
while (future.wait_for(std::chrono::seconds(0)) != std::future_status::ready) { |
const LogMessage CallBack::GetFirstLogMessage(bool &end) const { |
We can see this by adding a MessageBox
blocking call to the future right after its call to compile returns. What happens then is you'll still be able to compile again in RGM side instead of emake crashing. If we instead put a MessageBox
at the bottom of the LogMessage
loop, the output will get stuck waiting on the blocking MessageBox
while the game opens. Closing the game without dismissing the MessageBox
crashes emake (verify in task manager).