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https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Consolidate EQEmuLogsys::Debug General calls into DebugCategory
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+16
-16
@@ -340,7 +340,7 @@ Client::~Client() {
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ToggleBuyerMode(false);
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if(conn_state != ClientConnectFinished) {
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logger.LogDebug(EQEmuLogSys::General, "Client '%s' was destroyed before reaching the connected state:", GetName());
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Client '%s' was destroyed before reaching the connected state:", GetName());
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ReportConnectingState();
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}
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@@ -438,31 +438,31 @@ void Client::SendLogoutPackets() {
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void Client::ReportConnectingState() {
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switch(conn_state) {
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case NoPacketsReceived: //havent gotten anything
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logger.LogDebug(EQEmuLogSys::General, "Client has not sent us an initial zone entry packet.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Client has not sent us an initial zone entry packet.");
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break;
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case ReceivedZoneEntry: //got the first packet, loading up PP
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logger.LogDebug(EQEmuLogSys::General, "Client sent initial zone packet, but we never got their player info from the database.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Client sent initial zone packet, but we never got their player info from the database.");
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break;
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case PlayerProfileLoaded: //our DB work is done, sending it
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logger.LogDebug(EQEmuLogSys::General, "We were sending the player profile, tributes, tasks, spawns, time and weather, but never finished.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "We were sending the player profile, tributes, tasks, spawns, time and weather, but never finished.");
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break;
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case ZoneInfoSent: //includes PP, tributes, tasks, spawns, time and weather
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logger.LogDebug(EQEmuLogSys::General, "We successfully sent player info and spawns, waiting for client to request new zone.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "We successfully sent player info and spawns, waiting for client to request new zone.");
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break;
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case NewZoneRequested: //received and sent new zone request
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logger.LogDebug(EQEmuLogSys::General, "We received client's new zone request, waiting for client spawn request.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "We received client's new zone request, waiting for client spawn request.");
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break;
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case ClientSpawnRequested: //client sent ReqClientSpawn
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logger.LogDebug(EQEmuLogSys::General, "We received the client spawn request, and were sending objects, doors, zone points and some other stuff, but never finished.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "We received the client spawn request, and were sending objects, doors, zone points and some other stuff, but never finished.");
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break;
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case ZoneContentsSent: //objects, doors, zone points
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logger.LogDebug(EQEmuLogSys::General, "The rest of the zone contents were successfully sent, waiting for client ready notification.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "The rest of the zone contents were successfully sent, waiting for client ready notification.");
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break;
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case ClientReadyReceived: //client told us its ready, send them a bunch of crap like guild MOTD, etc
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logger.LogDebug(EQEmuLogSys::General, "We received client ready notification, but never finished Client::CompleteConnect");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "We received client ready notification, but never finished Client::CompleteConnect");
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break;
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case ClientConnectFinished: //client finally moved to finished state, were done here
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logger.LogDebug(EQEmuLogSys::General, "Client is successfully connected.");
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Client is successfully connected.");
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break;
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};
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}
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@@ -2105,7 +2105,7 @@ void Client::AddMoneyToPP(uint64 copper, bool updateclient){
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SaveCurrency();
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logger.LogDebug(EQEmuLogSys::General, "Client::AddMoneyToPP() %s should have: plat:%i gold:%i silver:%i copper:%i", GetName(), m_pp.platinum, m_pp.gold, m_pp.silver, m_pp.copper);
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Client::AddMoneyToPP() %s should have: plat:%i gold:%i silver:%i copper:%i", GetName(), m_pp.platinum, m_pp.gold, m_pp.silver, m_pp.copper);
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}
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void Client::EVENT_ITEM_ScriptStopReturn(){
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@@ -2145,7 +2145,7 @@ void Client::AddMoneyToPP(uint32 copper, uint32 silver, uint32 gold, uint32 plat
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SaveCurrency();
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#if (EQDEBUG>=5)
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logger.LogDebug(EQEmuLogSys::General, "Client::AddMoneyToPP() %s should have: plat:%i gold:%i silver:%i copper:%i",
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Client::AddMoneyToPP() %s should have: plat:%i gold:%i silver:%i copper:%i",
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GetName(), m_pp.platinum, m_pp.gold, m_pp.silver, m_pp.copper);
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#endif
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}
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@@ -4544,14 +4544,14 @@ void Client::HandleLDoNOpen(NPC *target)
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{
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if(target->GetClass() != LDON_TREASURE)
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{
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logger.LogDebug(EQEmuLogSys::General, "%s tried to open %s but %s was not a treasure chest.",
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "%s tried to open %s but %s was not a treasure chest.",
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GetName(), target->GetName(), target->GetName());
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return;
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}
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if(DistNoRootNoZ(*target) > RuleI(Adventure, LDoNTrapDistanceUse))
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{
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logger.LogDebug(EQEmuLogSys::General, "%s tried to open %s but %s was out of range",
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "%s tried to open %s but %s was out of range",
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GetName(), target->GetName(), target->GetName());
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Message(13, "Treasure chest out of range.");
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return;
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@@ -8149,7 +8149,7 @@ void Client::Consume(const Item_Struct *item, uint8 type, int16 slot, bool auto_
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entity_list.MessageClose_StringID(this, true, 50, 0, EATING_MESSAGE, GetName(), item->Name);
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#if EQDEBUG >= 5
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logger.LogDebug(EQEmuLogSys::General, "Eating from slot:%i", (int)slot);
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Eating from slot:%i", (int)slot);
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#endif
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}
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else
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@@ -8166,7 +8166,7 @@ void Client::Consume(const Item_Struct *item, uint8 type, int16 slot, bool auto_
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entity_list.MessageClose_StringID(this, true, 50, 0, DRINKING_MESSAGE, GetName(), item->Name);
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#if EQDEBUG >= 5
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logger.LogDebug(EQEmuLogSys::General, "Drinking from slot:%i", (int)slot);
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logger.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::None, "Drinking from slot:%i", (int)slot);
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#endif
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}
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}
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