[Performance] Reworked how all log calls are made in the source, see changelog.txt for more details

This commit is contained in:
Akkadius
2017-04-01 03:51:46 -05:00
parent 93a6efa95f
commit 7aa1d243b0
131 changed files with 3126 additions and 3066 deletions
+103 -97
View File
@@ -1,3 +1,4 @@
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2015 EQEMu Development Team (http://eqemulator.net)
@@ -38,103 +39,108 @@ namespace Logs {
NOTE: Only add to the bottom of the enum because that is the type ID assignment
*/
enum LogCategory {
None = 0,
AA,
AI,
Aggro,
Attack,
Client_Server_Packet,
Combat,
Commands,
Crash,
Debug,
Doors,
Error,
Guilds,
Inventory,
Launcher,
Netcode,
Normal,
Object,
Pathing,
QS_Server,
Quests,
Rules,
Skills,
Spawns,
Spells,
Status,
TCP_Connection,
Tasks,
Tradeskills,
Trading,
Tribute,
UCS_Server,
WebInterface_Server,
World_Server,
Zone_Server,
MySQLError,
MySQLQuery,
Mercenaries,
QuestDebug,
Server_Client_Packet,
Client_Server_Packet_Unhandled,
Server_Client_Packet_With_Dump,
Client_Server_Packet_With_Dump,
Login_Server,
Client_Login,
MaxCategoryID /* Don't Remove this*/
};
enum LogCategory {
None = 0,
AA,
AI,
Aggro,
Attack,
Client_Server_Packet,
Combat,
Commands,
Crash,
Debug,
Doors,
Error,
Guilds,
Inventory,
Launcher,
Netcode,
Normal,
Object,
Pathing,
QS_Server,
Quests,
Rules,
Skills,
Spawns,
Spells,
Status,
TCP_Connection,
Tasks,
Tradeskills,
Trading,
Tribute,
UCS_Server,
WebInterface_Server,
World_Server,
Zone_Server,
MySQLError,
MySQLQuery,
Mercenaries,
QuestDebug,
Server_Client_Packet,
Client_Server_Packet_Unhandled,
Server_Client_Packet_With_Dump,
Client_Server_Packet_With_Dump,
Login_Server,
Client_Login,
MaxCategoryID /* Don't Remove this*/
};
/* If you add to this, make sure you update LogCategory */
static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
"",
"AA",
"AI",
"Aggro",
"Attack",
"Packet :: Client -> Server",
"Combat",
"Commands",
"Crash",
"Debug",
"Doors",
"Error",
"Guilds",
"Inventory",
"Launcher",
"Netcode",
"Normal",
"Object",
"Pathing",
"QS Server",
"Quests",
"Rules",
"Skills",
"Spawns",
"Spells",
"Status",
"TCP Connection",
"Tasks",
"Tradeskills",
"Trading",
"Tribute",
"UCS Server",
"WebInterface Server",
"World Server",
"Zone Server",
"MySQL Error",
"MySQL Query",
"Mercenaries",
"Quest Debug",
"Packet :: Server -> Client",
"Packet :: Client -> Server Unhandled",
"Packet :: Server -> Client (Dump)",
"Packet :: Client -> Server (Dump)",
"Login Server",
"Client Login"
};
/* If you add to this, make sure you update LogCategory */
static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
"",
"AA",
"AI",
"Aggro",
"Attack",
"Packet :: Client -> Server",
"Combat",
"Commands",
"Crash",
"Debug",
"Doors",
"Error",
"Guilds",
"Inventory",
"Launcher",
"Netcode",
"Normal",
"Object",
"Pathing",
"QS Server",
"Quests",
"Rules",
"Skills",
"Spawns",
"Spells",
"Status",
"TCP Connection",
"Tasks",
"Tradeskills",
"Trading",
"Tribute",
"UCS Server",
"WebInterface Server",
"World Server",
"Zone Server",
"MySQL Error",
"MySQL Query",
"Mercenaries",
"Quest Debug",
"Packet :: Server -> Client",
"Packet :: Client -> Server Unhandled",
"Packet :: Server -> Client (Dump)",
"Packet :: Client -> Server (Dump)",
"Login Server",
"Client Login"
};
}
#define Log(debug_level, log_category, message, ...){\
if (LogSys.log_settings[log_category].is_category_enabled == 1)\
LogSys.Out(debug_level, log_category, message, ##__VA_ARGS__);\
}
class EQEmuLogSys {
@@ -203,6 +209,6 @@ private:
void ProcessLogWrite(uint16 debug_level, uint16 log_category, const std::string &message); /* ProcessLogWrite called via Log.Out */
};
extern EQEmuLogSys Log;
extern EQEmuLogSys LogSys;
#endif