[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

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