mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
Make logger automatically put a newline (#675)
at the end of the line remove all the newlines in log calls
This commit is contained in:
@@ -81,7 +81,7 @@ uint32_t Inventory::GetLotCount(const LOT lot) const
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void Inventory::SetSize(const uint32_t value)
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{
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free += static_cast<int32_t>(value) - static_cast<int32_t>(size);
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size = value;
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GameMessages::SendSetInventorySize(component->GetParent(), type, static_cast<int>(size));
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@@ -107,7 +107,7 @@ int32_t Inventory::FindEmptySlot()
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{
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newSize += 10u;
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}
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if (newSize > GetSize())
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{
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SetSize(newSize);
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@@ -121,7 +121,7 @@ int32_t Inventory::FindEmptySlot()
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}
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const auto slots = GetSlots();
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for (auto i = 0u; i < size; ++i)
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{
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if (slots.find(i) == slots.end())
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@@ -133,15 +133,15 @@ int32_t Inventory::FindEmptySlot()
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return -1;
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}
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int32_t Inventory::GetEmptySlots()
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int32_t Inventory::GetEmptySlots()
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{
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return free;
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}
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bool Inventory::IsSlotEmpty(int32_t slot)
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bool Inventory::IsSlotEmpty(int32_t slot)
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{
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const auto slots = GetSlots();
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const auto& index = slots.find(slot);
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return index == slots.end();
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@@ -201,7 +201,7 @@ Item* Inventory::FindItemByLot(const LOT lot, const bool ignoreEquipped, const b
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Item* Inventory::FindItemBySlot(const uint32_t slot) const
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{
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const auto slots = GetSlots();
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const auto index = slots.find(slot);
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if (index == slots.end())
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@@ -228,21 +228,21 @@ Item* Inventory::FindItemBySubKey(LWOOBJID id) const
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void Inventory::AddManagedItem(Item* item)
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{
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const auto id = item->GetId();
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if (items.find(id) != items.end())
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{
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Game::logger->Log("Inventory", "Attempting to add an item with an already present id (%llu)!\n", id);
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Game::logger->Log("Inventory", "Attempting to add an item with an already present id (%llu)!", id);
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return;
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}
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const auto slots = GetSlots();
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const auto slot = item->GetSlot();
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if (slots.find(slot) != slots.end())
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{
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Game::logger->Log("Inventory", "Attempting to add an item with an already present slot (%i)!\n", slot);
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Game::logger->Log("Inventory", "Attempting to add an item with an already present slot (%i)!", slot);
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return;
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}
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@@ -258,7 +258,7 @@ void Inventory::RemoveManagedItem(Item* item)
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if (items.find(id) == items.end())
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{
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Game::logger->Log("Inventory", "Attempting to remove an item with an invalid id (%llu), lot (%i)!\n", id, item->GetLot());
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Game::logger->Log("Inventory", "Attempting to remove an item with an invalid id (%llu), lot (%i)!", id, item->GetLot());
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return;
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}
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@@ -277,7 +277,7 @@ eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot)
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switch (itemType) {
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case eItemType::ITEM_TYPE_BRICK:
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return BRICKS;
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case eItemType::ITEM_TYPE_BEHAVIOR:
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return BEHAVIORS;
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@@ -289,7 +289,7 @@ eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot)
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case eItemType::ITEM_TYPE_LOOT_MODEL:
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case eItemType::ITEM_TYPE_MOUNT:
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return MODELS;
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case eItemType::ITEM_TYPE_HAT:
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case eItemType::ITEM_TYPE_HAIR:
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case eItemType::ITEM_TYPE_NECK:
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@@ -307,7 +307,7 @@ eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot)
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case eItemType::ITEM_TYPE_PACKAGE:
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case eItemType::ITEM_TYPE_CURRENCY:
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return ITEMS;
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case eItemType::ITEM_TYPE_QUEST_OBJECT:
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case eItemType::ITEM_TYPE_UNKNOWN:
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default:
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@@ -325,11 +325,11 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot)
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if (componentId == 0)
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{
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Game::logger->Log("Inventory", "Failed to find item component for (%i)!\n", lot);
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Game::logger->Log("Inventory", "Failed to find item component for (%i)!", lot);
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return CDItemComponentTable::Default;
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}
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const auto& itemComponent = itemComponents->GetItemComponentByID(componentId);
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return itemComponent;
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@@ -344,7 +344,7 @@ bool Inventory::IsValidItem(const LOT lot)
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return componentId != 0;
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}
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const std::vector<LOT>& Inventory::GetAllGMItems()
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const std::vector<LOT>& Inventory::GetAllGMItems()
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{
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return m_GameMasterRestrictedItems;
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}
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