[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

@ -65,10 +65,7 @@ VisibleNotifier::Notify()
{
i_player.m_clientGUIDs.erase(*itr);
#ifdef MANGOS_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("%s is out of range (no in active cells set) now for player %u",itr->GetString().c_str(),i_player.GetGUIDLow());
#endif
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is out of range (no in active cells set) now for player %u",itr->GetString().c_str(),i_player.GetGUIDLow());
}
// send update to other players (except player updates that already sent using SendUpdateToPlayer)