Logs::None added to LogDebug

This commit is contained in:
Akkadius
2019-09-01 23:54:24 -05:00
parent 00c40f5d9e
commit bfd0752c4d
21 changed files with 134 additions and 134 deletions
+11 -11
View File
@@ -377,7 +377,7 @@ Client::~Client() {
ToggleBuyerMode(false);
if(conn_state != ClientConnectFinished) {
Log(Logs::General, Logs::None, "Client '%s' was destroyed before reaching the connected state:", GetName());
LogDebug("Client [{}] was destroyed before reaching the connected state:", GetName());
ReportConnectingState();
}
@@ -538,31 +538,31 @@ void Client::SendLogoutPackets() {
void Client::ReportConnectingState() {
switch(conn_state) {
case NoPacketsReceived: //havent gotten anything
Log(Logs::General, Logs::None, "Client has not sent us an initial zone entry packet.");
LogDebug("Client has not sent us an initial zone entry packet");
break;
case ReceivedZoneEntry: //got the first packet, loading up PP
Log(Logs::General, Logs::None, "Client sent initial zone packet, but we never got their player info from the database.");
LogDebug("Client sent initial zone packet, but we never got their player info from the database");
break;
case PlayerProfileLoaded: //our DB work is done, sending it
Log(Logs::General, Logs::None, "We were sending the player profile, tributes, tasks, spawns, time and weather, but never finished.");
LogDebug("We were sending the player profile, tributes, tasks, spawns, time and weather, but never finished");
break;
case ZoneInfoSent: //includes PP, tributes, tasks, spawns, time and weather
Log(Logs::General, Logs::None, "We successfully sent player info and spawns, waiting for client to request new zone.");
LogDebug("We successfully sent player info and spawns, waiting for client to request new zone");
break;
case NewZoneRequested: //received and sent new zone request
Log(Logs::General, Logs::None, "We received client's new zone request, waiting for client spawn request.");
LogDebug("We received client's new zone request, waiting for client spawn request");
break;
case ClientSpawnRequested: //client sent ReqClientSpawn
Log(Logs::General, Logs::None, "We received the client spawn request, and were sending objects, doors, zone points and some other stuff, but never finished.");
LogDebug("We received the client spawn request, and were sending objects, doors, zone points and some other stuff, but never finished");
break;
case ZoneContentsSent: //objects, doors, zone points
Log(Logs::General, Logs::None, "The rest of the zone contents were successfully sent, waiting for client ready notification.");
LogDebug("The rest of the zone contents were successfully sent, waiting for client ready notification");
break;
case ClientReadyReceived: //client told us its ready, send them a bunch of crap like guild MOTD, etc
Log(Logs::General, Logs::None, "We received client ready notification, but never finished Client::CompleteConnect");
LogDebug("We received client ready notification, but never finished Client::CompleteConnect");
break;
case ClientConnectFinished: //client finally moved to finished state, were done here
Log(Logs::General, Logs::None, "Client is successfully connected.");
LogDebug("Client is successfully connected");
break;
};
}
@@ -2287,7 +2287,7 @@ void Client::AddMoneyToPP(uint64 copper, bool updateclient){
SaveCurrency();
Log(Logs::General, Logs::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);
LogDebug("Client::AddMoneyToPP() [{}] should have: plat:[{}] gold:[{}] silver:[{}] copper:[{}]", GetName(), m_pp.platinum, m_pp.gold, m_pp.silver, m_pp.copper);
}
void Client::EVENT_ITEM_ScriptStopReturn(){