mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-12 19:28:21 +00:00
Added extra log information and replaced incorrect print statements
- Added extra Zone and Instance information to ambiguous log calls during loading. chat connection, chat connection loss, and shutdown - Fixed correct class names in some log lines - Replaced printf during world shutdown with correct log call with instance and zone info
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@ -416,7 +416,7 @@ 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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@ -487,7 +487,7 @@ 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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@ -512,11 +512,11 @@ 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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}
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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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}
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@ -798,7 +798,7 @@ 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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@ -1095,11 +1095,11 @@ 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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@ -1205,7 +1205,7 @@ 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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