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Add better logs to saving (#1068)
* Fix overread in projectile behavior * Fix stuns * Correctly read in bitStream * Fix projectile behavior * Address movement type issues * Update shutdown time to be accurate * Fix small issues * Fix missing template * Add note for compile jobs * Add bounds check for speed division * Add better logs
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5479cf4428
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@ -373,7 +373,7 @@ void Character::SaveXMLToDatabase() {
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//Call upon the entity to update our xmlDoc:
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//Call upon the entity to update our xmlDoc:
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if (!m_OurEntity) {
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if (!m_OurEntity) {
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Game::logger->Log("Character", "We didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!");
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Game::logger->Log("Character", "%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str());
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return;
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return;
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}
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}
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@ -384,7 +384,7 @@ void Character::SaveXMLToDatabase() {
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//For metrics, log the time it took to save:
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//For metrics, log the time it took to save:
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auto end = std::chrono::system_clock::now();
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auto end = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed = end - start;
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std::chrono::duration<double> elapsed = end - start;
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Game::logger->Log("Character", "Saved character to Database in: %fs", elapsed.count());
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Game::logger->Log("Character", "%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
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}
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}
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void Character::SetIsNewLogin() {
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void Character::SetIsNewLogin() {
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@ -396,7 +396,7 @@ void Character::SetIsNewLogin() {
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while (currentChild) {
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while (currentChild) {
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if (currentChild->Attribute("si")) {
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if (currentChild->Attribute("si")) {
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flags->DeleteChild(currentChild);
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flags->DeleteChild(currentChild);
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Game::logger->Log("Character", "Removed isLoggedIn flag from character %i, saving character to database", GetID());
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Game::logger->Log("Character", "Removed isLoggedIn flag from character %i:%s, saving character to database", GetID(), GetName().c_str());
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WriteToDatabase();
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WriteToDatabase();
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}
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}
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currentChild = currentChild->NextSiblingElement();
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currentChild = currentChild->NextSiblingElement();
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