[9836] Make log output code more consistent for diff build modes.

* Make possible have debug output if build in release mode.
* But preserver current optimization in avoid debug output args
  calculation if debug ouput disabled if done using DEBUG_LOG
* Implement in same way BASIC_LOG, DETAIL_LOG. Recommended use
  its instead explicit access to sLog
* Use variadic macros for DEBUG_LOG and other new defines.
  All supported VS/GCC have its support as C++ extension.
* Add DEBUG_FILTER_LOG and semilar defines for filered log output and use its.
* Also move recent added debug output for transport events under LOG_FILTER_TRANSPORT_MOVES
This commit is contained in:
VladimirMangos 2010-05-04 20:59:50 +04:00
parent 6726a08b48
commit 6dec6c8a9f
12 changed files with 168 additions and 179 deletions

View file

@ -616,10 +616,7 @@ void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement)
if(GetPlayer()->GetSession()->PlayerLoading())
return;
#ifdef MANGOS_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_ACHIEVEMENT_UPDATES)==0)
sLog.outDebug("AchievementMgr::SendAchievementEarned(%u)", achievement->ID);
#endif
DEBUG_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::SendAchievementEarned(%u)", achievement->ID);
if(Guild* guild = sObjectMgr.GetGuildById(GetPlayer()->GetGuildId()))
{