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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-22 13:33:35 +00:00
Merge pull request #203 from cooltrain7/Log-Line-Cleaning
Added Log content additions
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commit
8ed7690b96
@ -354,7 +354,7 @@ void ChatPacketHandler::HandleTeamInvite(Packet* packet)
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if (team->memberIDs.size() > 3) {
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// no more teams greater than 4
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Game::logger->Log("ChatPacketHandler", "Someone tried to invite a 5th player to a team");
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Game::logger->Log("ChatPacketHandler", "Someone tried to invite a 5th player to a team\n");
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return;
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}
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@ -28,7 +28,7 @@ void Database::Connect(const string& host, const string& database, const string&
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void Database::Destroy() {
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if (!con) return;
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cout << "Destroying MySQL connection!" << endl;
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Game::logger->Log("Database", "Destroying MySQL connection!\n");
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con->close();
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delete con;
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} //Destroy
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@ -23,7 +23,7 @@ void VerifyBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitS
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if (self == nullptr)
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{
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Game::logger->Log("VerifyBehavior", "Invalid self for (%llu)", context->originator);
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Game::logger->Log("VerifyBehavior", "Invalid self for (%llu)\n", context->originator);
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return;
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}
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@ -5672,7 +5672,7 @@ void GameMessages::HandleDoneArrangingWithItem(RakNet::BitStream* inStream, Enti
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return;
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}
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Game::logger->Log("GameMessages", "Build area found: %llu", buildArea->GetObjectID());
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Game::logger->Log("GameMessages", "Build area found: %llu\n", buildArea->GetObjectID());
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GameMessages::SendStartArrangingWithItem(
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character,
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@ -645,7 +645,7 @@ void HandlePacket(Packet* packet) {
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}
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case MSG_MASTER_SHUTDOWN_UNIVERSE: {
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Game::logger->Log("MasterServer","Received shutdown universe command, ""shutting down in 10 minutes.\n");
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Game::logger->Log("MasterServer","Received shutdown universe command, shutting down in 10 minutes.\n");
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shouldShutdown = true;
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break;
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}
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@ -707,7 +707,7 @@ void ShutdownSequence() {
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auto* objIdManager = ObjectIDManager::TryInstance();
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if (objIdManager != nullptr) {
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objIdManager->SaveToDatabase();
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printf("Saved objidtracker...\n");
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Game::logger->Log("MasterServer", "Saved ObjectIDTracker to DB\n");
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}
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auto t = std::chrono::high_resolution_clock::now();
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@ -717,7 +717,8 @@ void ShutdownSequence() {
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exit(0);
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}
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printf("Attempting to shutdown instances, max 60 seconds...\n");
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Game::logger->Log("MasterServer", "Attempting to shutdown instances, max 60 seconds...\n");
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while (true) {
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auto done = true;
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@ -104,13 +104,13 @@ Packet* dServer::ReceiveFromMaster() {
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if (packet->length < 1) { mMasterPeer->DeallocatePacket(packet); return nullptr; }
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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mLogger->Log("Server", "Lost our connection to master, shutting DOWN!\n");
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mLogger->Log("dServer", "Lost our connection to master, shutting DOWN!\n");
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mMasterConnectionActive = false;
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//ConnectToMaster(); //We'll just shut down now
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}
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if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) {
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mLogger->Log("Server", "Established connection to master\n");
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mLogger->Log("dServer", "Established connection to master, zone (%i), instance (%i)\n",this->GetZoneID(), this->GetInstanceID());
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mMasterConnectionActive = true;
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mMasterSystemAddress = packet->systemAddress;
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MasterPackets::SendServerInfo(this, packet);
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@ -127,6 +127,7 @@ Packet* dServer::ReceiveFromMaster() {
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//When we handle these packets in World instead dServer, we just return the packet's pointer.
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default:
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return packet;
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}
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}
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@ -475,7 +475,7 @@ int main(int argc, char** argv) {
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if (framesSinceMasterStatus >= 200)
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{
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Game::logger->Log("WorldServer", "Finished loading world, ready up!\n");
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Game::logger->Log("WorldServer", "Finished loading world with zone (%i), ready up!\n", Game::server->GetZoneID());
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MasterPackets::SendWorldReady(Game::server, Game::server->GetZoneID(), Game::server->GetInstanceID());
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@ -546,7 +546,7 @@ int main(int argc, char** argv) {
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if (Game::physicsWorld) Game::physicsWorld = nullptr;
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if (Game::zoneManager) delete Game::zoneManager;
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Game::logger->Log("Test", "Quitting\n");
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Game::logger->Log("WorldServer", "Shutdown complete, zone (%i), instance (%i)\n", Game::server->GetZoneID(), instanceID);
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Metrics::Clear();
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Database::Destroy();
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@ -573,13 +573,13 @@ dLogger * SetupLogger(int zoneID, int instanceID) {
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void HandlePacketChat(Packet* packet) {
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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Game::logger->Log("WorldServer", "Lost our connection to chat.\n");
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Game::logger->Log("WorldServer", "Lost our connection to chat, zone(%i), instance(%i)\n", Game::server->GetZoneID(), Game::server->GetInstanceID());
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chatConnected = false;
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}
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if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) {
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Game::logger->Log("WorldServer", "Established connection to chat\n");
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Game::logger->Log("WorldServer", "Established connection to chat, zone(%i), instance (%i)\n",Game::server -> GetZoneID(), Game::server -> GetInstanceID());
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Game::chatSysAddr = packet->systemAddress;
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chatConnected = true;
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@ -863,7 +863,7 @@ void HandlePacket(Packet* packet) {
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case MSG_MASTER_SHUTDOWN: {
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worldShutdownSequenceStarted = true;
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Game::logger->Log("WorldServer", "Got shutdown request\n");
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Game::logger->Log("WorldServer", "Got shutdown request from master, zone (%i), instance (%i)\n", Game::server->GetZoneID(), Game::server->GetInstanceID());
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break;
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}
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@ -1186,11 +1186,11 @@ void HandlePacket(Packet* packet) {
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}
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}
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else {
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Game::logger->Log("WorldMain", "Couldn't find character to log in with for user %s (%i)!\n", user->GetUsername().c_str(), user->GetAccountID());
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Game::logger->Log("WorldServer", "Couldn't find character to log in with for user %s (%i)!\n", user->GetUsername().c_str(), user->GetAccountID());
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Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_CHARACTER_NOT_FOUND);
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}
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} else {
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Game::logger->Log("WorldMain", "Couldn't get user for level load complete!\n");
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Game::logger->Log("WorldServer", "Couldn't get user for level load complete!\n");
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}
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break;
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}
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@ -1296,7 +1296,7 @@ void WorldShutdownSequence()
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auto t = std::chrono::high_resolution_clock::now();
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auto ticks = 0;
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printf("Attempting to shutdown world, max 10 seconds...");;
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Game::logger->Log("WorldServer", "Attempting to shutdown world, zone (%i), instance (%i), max 10 seconds...\n", Game::server->GetZoneID(), instanceID);
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while (true)
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{
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