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[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
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parent
6726a08b48
commit
6dec6c8a9f
12 changed files with 168 additions and 179 deletions
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@ -864,10 +864,7 @@ Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang
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// delay creature move for grid/cell to grid/cell moves
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if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
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{
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#ifdef MANGOS_DEBUG
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if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0)
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sLog.outDebug("Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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// do move or do move to respawn or remove creature if previous all fail
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if(CreatureCellRelocation(creature,new_cell))
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@ -885,10 +882,7 @@ Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang
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if(!CreatureRespawnRelocation(creature))
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{
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// ... or unload (if respawn grid also not loaded)
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
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sLog.outDebug("Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry());
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creature->SetNeedNotify();
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}
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}
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@ -910,10 +904,7 @@ bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
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// if in same cell then none do
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if(old_cell.DiffCell(new_cell))
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{
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
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sLog.outDebug("Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
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if( !old_cell.DiffGrid(new_cell) )
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{
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@ -924,10 +915,7 @@ bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
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}
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else
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{
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
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sLog.outDebug("Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
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}
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return true;
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@ -938,10 +926,7 @@ bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
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{
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EnsureGridLoadedAtEnter(new_cell);
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
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sLog.outDebug("Active creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Active creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
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AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
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@ -952,10 +937,7 @@ bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
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// in diff. loaded grid normal creature
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if(loaded(GridPair(new_cell.GridX(), new_cell.GridY())))
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{
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
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sLog.outDebug("Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
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{
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@ -967,10 +949,7 @@ bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
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}
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// fail to move: normal creature attempt move to unloaded grid
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
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sLog.outDebug("Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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return false;
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}
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@ -985,10 +964,7 @@ bool Map::CreatureRespawnRelocation(Creature *c)
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c->CombatStop();
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c->GetMotionMaster()->Clear();
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#ifdef MANGOS_DEBUG
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if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
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sLog.outDebug("Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY());
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#endif
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY());
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// teleport it to respawn point (like normal respawn if player see)
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if(CreatureCellRelocation(c,resp_cell))
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