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[Code] EQEmuLogSys Global to Singleton Cleanup (#4925)
* [Code] EQEmuLogSys Global to Singleton Cleanup * Post merge fix
This commit is contained in:
+1
-1
@@ -651,7 +651,7 @@ void Clientlist::Process()
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OpcodeManager::EmuToName(app->GetOpcode()),
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o->EmuToEQ(app->GetOpcode()) == 0 ? app->GetProtocolOpcode() : o->EmuToEQ(app->GetOpcode()),
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app->Size(),
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(LogSys.IsLogEnabled(Logs::Detail, Logs::PacketClientServer) ? DumpPacketToString(app) : "")
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(EQEmuLogSys::Instance()->IsLogEnabled(Logs::Detail, Logs::PacketClientServer) ? DumpPacketToString(app) : "")
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);
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switch (opcode) {
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+5
-5
@@ -44,7 +44,6 @@
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ChatChannelList *ChannelList;
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Clientlist *g_Clientlist;
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EQEmuLogSys LogSys;
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UCSDatabase database;
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WorldServer *worldserver = nullptr;
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PlayerEventLogs player_event_logs;
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@@ -72,7 +71,7 @@ void Shutdown() {
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LogInfo("Shutting down...");
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ChannelList->RemoveAllChannels();
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g_Clientlist->CloseAllConnections();
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LogSys.CloseFileLogs();
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EQEmuLogSys::Instance()->CloseFileLogs();
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}
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int caught_loop = 0;
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@@ -87,7 +86,7 @@ void CatchSignal(int sig_num) {
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LogInfo("In a signal handler loop and process is incapable of exiting properly, forcefully cleaning up");
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ChannelList->RemoveAllChannels();
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g_Clientlist->CloseAllConnections();
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LogSys.CloseFileLogs();
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EQEmuLogSys::Instance()->CloseFileLogs();
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std::exit(0);
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}
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}
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@@ -101,7 +100,7 @@ void PlayerEventQueueListener() {
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int main() {
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RegisterExecutablePlatform(ExePlatformUCS);
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LogSys.LoadLogSettingsDefaults();
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EQEmuLogSys::Instance()->LoadLogSettingsDefaults();
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set_exception_handler();
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PathManager::Instance()->Init();
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@@ -136,7 +135,8 @@ int main() {
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return 1;
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}
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LogSys.SetDatabase(&database)
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EQEmuLogSys::Instance()
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->SetDatabase(&database)
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->SetLogPath(PathManager::Instance()->GetLogPath())
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->LoadLogDatabaseSettings()
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->StartFileLogs();
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+1
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@@ -78,7 +78,7 @@ void WorldServer::ProcessMessage(uint16 opcode, EQ::Net::Packet &p)
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case ServerOP_ServerReloadRequest: {
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auto o = (ServerReload::Request*) pack->pBuffer;
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if (o->type == ServerReload::Type::Logs) {
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LogSys.LoadLogDatabaseSettings();
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EQEmuLogSys::Instance()->LoadLogDatabaseSettings();
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player_event_logs.ReloadSettings();
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}
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