Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.

This commit is contained in:
Machiavelli
2011-02-20 20:16:34 +01:00
parent 45db1591a4
commit e07e20ffca
99 changed files with 1046 additions and 1092 deletions
+3 -3
View File
@@ -38,7 +38,7 @@ ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 &x, c
ObjectGridStoper stoper(grid);
stoper.StopN();
grid.SetGridState(GRID_STATE_IDLE);
sLog->outDebug("Grid[%u,%u] on map %u moved to IDLE state", x, y, m.GetId());
sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u,%u] on map %u moved to IDLE state", x, y, m.GetId());
}
else
{
@@ -52,7 +52,7 @@ IdleState::Update(Map &m, NGridType &grid, GridInfo &, const uint32 &x, const ui
{
m.ResetGridExpiry(grid);
grid.SetGridState(GRID_STATE_REMOVAL);
sLog->outDebug("Grid[%u,%u] on map %u moved to REMOVAL state", x, y, m.GetId());
sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u,%u] on map %u moved to REMOVAL state", x, y, m.GetId());
}
void
@@ -65,7 +65,7 @@ RemovalState::Update(Map &m, NGridType &grid, GridInfo &info, const uint32 &x, c
{
if (!m.UnloadGrid(x, y, false))
{
sLog->outDebug("Grid[%u,%u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u,%u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
m.ResetGridExpiry(grid);
}
}
+1 -1
View File
@@ -230,7 +230,7 @@ void ObjectGridLoader::LoadN(void)
loader.Load(i_grid(x, y), *this);
}
}
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());
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());
}
void ObjectGridUnloader::MoveToRespawnN()