Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
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@@ -38,7 +38,7 @@ ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 &x, c
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ObjectGridStoper stoper(grid);
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stoper.StopN();
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grid.SetGridState(GRID_STATE_IDLE);
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sLog->outDebug("Grid[%u,%u] on map %u moved to IDLE state", x, y, m.GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u,%u] on map %u moved to IDLE state", x, y, m.GetId());
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}
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else
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{
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@@ -52,7 +52,7 @@ IdleState::Update(Map &m, NGridType &grid, GridInfo &, const uint32 &x, const ui
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{
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m.ResetGridExpiry(grid);
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grid.SetGridState(GRID_STATE_REMOVAL);
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sLog->outDebug("Grid[%u,%u] on map %u moved to REMOVAL state", x, y, m.GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u,%u] on map %u moved to REMOVAL state", x, y, m.GetId());
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}
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void
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@@ -65,7 +65,7 @@ RemovalState::Update(Map &m, NGridType &grid, GridInfo &info, const uint32 &x, c
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{
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if (!m.UnloadGrid(x, y, false))
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{
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sLog->outDebug("Grid[%u,%u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u,%u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
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m.ResetGridExpiry(grid);
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}
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}
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@@ -230,7 +230,7 @@ void ObjectGridLoader::LoadN(void)
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loader.Load(i_grid(x, y), *this);
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}
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}
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sLog->outDebug("%u GameObjects, %u Creatures, and %u Corpses/Bones loaded for grid %u on map %u", i_gameObjects, i_creatures, i_corpses,i_grid.GetGridId(), i_map->GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "%u GameObjects, %u Creatures, and %u Corpses/Bones loaded for grid %u on map %u", i_gameObjects, i_creatures, i_corpses,i_grid.GetGridId(), i_map->GetId());
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}
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void ObjectGridUnloader::MoveToRespawnN()
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