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:
Aaron Kimbrell
2022-07-24 21:26:51 -05:00
committed by GitHub
parent a7fb6eb3f3
commit e97ae92624
86 changed files with 1249 additions and 1252 deletions

View File

@@ -127,9 +127,9 @@ int main(int argc, char** argv) {
if (!Game::logger) return 0;
Game::logger->SetLogToConsole(true); //We want this info to always be logged.
Game::logger->Log("WorldServer", "Starting World server...\n");
Game::logger->Log("WorldServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("WorldServer", "Compiled on: %s\n", __TIMESTAMP__);
Game::logger->Log("WorldServer", "Starting World server...");
Game::logger->Log("WorldServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("WorldServer", "Compiled on: %s", __TIMESTAMP__);
#ifndef _DEBUG
Game::logger->SetLogToConsole(false); //By default, turn it back off if not in debug.
@@ -146,9 +146,9 @@ int main(int argc, char** argv) {
try {
CDClientDatabase::Connect("./res/CDServer.sqlite");
} catch (CppSQLite3Exception& e) {
Game::logger->Log("WorldServer", "Unable to connect to CDServer SQLite Database\n");
Game::logger->Log("WorldServer", "Error: %s\n", e.errorMessage());
Game::logger->Log("WorldServer", "Error Code: %i\n", e.errorCode());
Game::logger->Log("WorldServer", "Unable to connect to CDServer SQLite Database");
Game::logger->Log("WorldServer", "Error: %s", e.errorMessage());
Game::logger->Log("WorldServer", "Error Code: %i", e.errorCode());
return -1;
}
@@ -170,7 +170,7 @@ int main(int argc, char** argv) {
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
} catch (sql::SQLException& ex) {
Game::logger->Log("WorldServer", "Got an error while connecting to the database: %s\n", ex.what());
Game::logger->Log("WorldServer", "Got an error while connecting to the database: %s", ex.what());
return 0;
}
@@ -277,7 +277,7 @@ int main(int argc, char** argv) {
delete md5;
Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s\n", databaseChecksum.c_str());
Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s", databaseChecksum.c_str());
}
}
@@ -304,7 +304,7 @@ int main(int argc, char** argv) {
//Warning if we ran slow
if (deltaTime > currentFramerate) {
Game::logger->Log("WorldServer", "We're running behind, dT: %f > %f (framerate)\n", deltaTime, currentFramerate);
Game::logger->Log("WorldServer", "We're running behind, dT: %f > %f (framerate)", deltaTime, currentFramerate);
}
//Check if we're still connected to master:
@@ -313,7 +313,7 @@ int main(int argc, char** argv) {
int framesToWaitForMaster = ready ? 10 : 200;
if (framesSinceMasterDisconnect >= framesToWaitForMaster && !worldShutdownSequenceStarted) {
Game::logger->Log("WorldServer", "Game loop running but no connection to master for %d frames, shutting down\n", framesToWaitForMaster);
Game::logger->Log("WorldServer", "Game loop running but no connection to master for %d frames, shutting down", framesToWaitForMaster);
worldShutdownSequenceStarted = true;
}
}
@@ -470,7 +470,7 @@ int main(int argc, char** argv) {
if (framesSinceMasterStatus >= 200)
{
Game::logger->Log("WorldServer", "Finished loading world with zone (%i), ready up!\n", Game::server->GetZoneID());
Game::logger->Log("WorldServer", "Finished loading world with zone (%i), ready up!", Game::server->GetZoneID());
MasterPackets::SendWorldReady(Game::server, Game::server->GetZoneID(), Game::server->GetInstanceID());
@@ -504,13 +504,13 @@ dLogger * SetupLogger(int zoneID, int instanceID) {
void HandlePacketChat(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
Game::logger->Log("WorldServer", "Lost our connection to chat, zone(%i), instance(%i)\n", Game::server->GetZoneID(), Game::server->GetInstanceID());
Game::logger->Log("WorldServer", "Lost our connection to chat, zone(%i), instance(%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
chatConnected = false;
}
if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) {
Game::logger->Log("WorldServer", "Established connection to chat, zone(%i), instance (%i)\n",Game::server -> GetZoneID(), Game::server -> GetInstanceID());
Game::logger->Log("WorldServer", "Established connection to chat, zone(%i), instance (%i)",Game::server -> GetZoneID(), Game::server -> GetInstanceID());
Game::chatSysAddr = packet->systemAddress;
chatConnected = true;
@@ -556,7 +556,7 @@ void HandlePacketChat(Packet* packet) {
inStream.Read<char>(character);
title += character;
}
len = 0;
inStream.Read<uint32_t>(len);
for (int i = 0; len > i; i++) {
@@ -617,21 +617,21 @@ void HandlePacketChat(Packet* packet) {
{
TeamManager::Instance()->DeleteTeam(teamID);
Game::logger->Log("WorldServer", "Deleting team (%llu)\n", teamID);
Game::logger->Log("WorldServer", "Deleting team (%llu)", teamID);
break;
}
inStream.Read(lootOption);
inStream.Read(memberCount);
Game::logger->Log("WorldServer", "Updating team (%llu), (%i), (%i)\n", teamID, lootOption, memberCount);
Game::logger->Log("WorldServer", "Updating team (%llu), (%i), (%i)", teamID, lootOption, memberCount);
for (char i = 0; i < memberCount; i++)
{
LWOOBJID member = LWOOBJID_EMPTY;
inStream.Read(member);
members.push_back(member);
Game::logger->Log("WorldServer", "Updating team member (%llu)\n", member);
Game::logger->Log("WorldServer", "Updating team member (%llu)", member);
}
TeamManager::Instance()->UpdateTeam(teamID, lootOption, members);
@@ -640,7 +640,7 @@ void HandlePacketChat(Packet* packet) {
}
default:
Game::logger->Log("WorldServer", "Received an unknown chat internal: %i\n", int(packet->data[3]));
Game::logger->Log("WorldServer", "Received an unknown chat internal: %i", int(packet->data[3]));
}
}
}
@@ -674,7 +674,7 @@ void HandlePacket(Packet* packet) {
entity->GetCharacter()->SaveXMLToDatabase();
Game::logger->Log("WorldServer", "Deleting player %llu\n", entity->GetObjectID());
Game::logger->Log("WorldServer", "Deleting player %llu", entity->GetObjectID());
EntityManager::Instance()->DestroyEntity(entity);
}
@@ -741,12 +741,12 @@ void HandlePacket(Packet* packet) {
//Verify it:
if (userHash != it->second.hash) {
Game::logger->Log("WorldServer", "SOMEONE IS TRYING TO HACK? SESSION KEY MISMATCH: ours: %s != master: %s\n", userHash.c_str(), it->second.hash.c_str());
Game::logger->Log("WorldServer", "SOMEONE IS TRYING TO HACK? SESSION KEY MISMATCH: ours: %s != master: %s", userHash.c_str(), it->second.hash.c_str());
Game::server->Disconnect(it->second.sysAddr, SERVER_DISCON_INVALID_SESSION_KEY);
return;
}
else {
Game::logger->Log("WorldServer", "User %s authenticated with correct key.\n", username.c_str());
Game::logger->Log("WorldServer", "User %s authenticated with correct key.", username.c_str());
UserManager::Instance()->DeleteUser(packet->systemAddress);
@@ -791,7 +791,7 @@ void HandlePacket(Packet* packet) {
case MSG_MASTER_AFFIRM_TRANSFER_REQUEST: {
const uint64_t requestID = PacketUtils::ReadPacketU64(8, packet);
Game::logger->Log("MasterServer", "Got affirmation request of transfer %llu\n", requestID);
Game::logger->Log("MasterServer", "Got affirmation request of transfer %llu", requestID);
CBITSTREAM
@@ -804,7 +804,7 @@ void HandlePacket(Packet* packet) {
case MSG_MASTER_SHUTDOWN: {
worldShutdownSequenceStarted = true;
Game::logger->Log("WorldServer", "Got shutdown request from master, zone (%i), instance (%i)\n", Game::server->GetZoneID(), Game::server->GetInstanceID());
Game::logger->Log("WorldServer", "Got shutdown request from master, zone (%i), instance (%i)", Game::server->GetZoneID(), Game::server->GetInstanceID());
break;
}
@@ -814,10 +814,10 @@ void HandlePacket(Packet* packet) {
uint32_t sessionKey = inStream.Read(sessionKey);
std::string username;
uint32_t len;
inStream.Read(len);
for (int i = 0; i < len; i++) {
char character; inStream.Read<char>(character);
username += character;
@@ -826,13 +826,13 @@ void HandlePacket(Packet* packet) {
//Find them:
User* user = UserManager::Instance()->GetUser(username.c_str());
if (!user) {
Game::logger->Log("WorldServer", "Got new session alert for user %s, but they're not logged in.\n", username.c_str());
Game::logger->Log("WorldServer", "Got new session alert for user %s, but they're not logged in.", username.c_str());
return;
}
//Check the key:
if (sessionKey != std::atoi(user->GetSessionKey().c_str())) {
Game::logger->Log("WorldServer", "Got new session alert for user %s, but the session key is invalid.\n", username.c_str());
Game::logger->Log("WorldServer", "Got new session alert for user %s, but the session key is invalid.", username.c_str());
Game::server->Disconnect(user->GetSystemAddress(), SERVER_DISCON_INVALID_SESSION_KEY);
return;
}
@@ -840,7 +840,7 @@ void HandlePacket(Packet* packet) {
}
default:
Game::logger->Log("WorldServer", "Unknown packet ID from master %i\n", int(packet->data[3]));
Game::logger->Log("WorldServer", "Unknown packet ID from master %i", int(packet->data[3]));
}
return;
@@ -873,7 +873,7 @@ void HandlePacket(Packet* packet) {
// Developers may skip this check
if (gmLevel < 8 && clientDatabaseChecksum != databaseChecksum) {
Game::logger->Log("WorldServer", "Client's database checksum does not match the server's, aborting connection.\n");
Game::logger->Log("WorldServer", "Client's database checksum does not match the server's, aborting connection.");
Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_KICK);
return;
}
@@ -949,7 +949,7 @@ void HandlePacket(Packet* packet) {
playerID = GeneralUtils::ClearBit(playerID, OBJECT_BIT_PERSISTENT);
auto user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
auto lastCharacter = user->GetLoggedInChar();
// This means we swapped characters and we need to remove the previous player from the container.
@@ -977,7 +977,7 @@ void HandlePacket(Packet* packet) {
}
case MSG_WORLD_CLIENT_LEVEL_LOAD_COMPLETE: {
Game::logger->Log("WorldServer", "Received level load complete from user.\n");
Game::logger->Log("WorldServer", "Received level load complete from user.");
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (user) {
Character* c = user->GetLastUsedChar();
@@ -1036,7 +1036,7 @@ void HandlePacket(Packet* packet) {
auto result = query.execQuery();
if (result.eof() || result.fieldIsNull(0)) {
Game::logger->Log("WorldServer", "No property templates found for zone %d, not sending BBB\n", zoneId);
Game::logger->Log("WorldServer", "No property templates found for zone %d, not sending BBB", zoneId);
goto noBBB;
}
@@ -1064,7 +1064,7 @@ void HandlePacket(Packet* packet) {
stmt->setUInt64(1, propertyId);
auto res = stmt->executeQuery();
while (res->next()) {
Game::logger->Log("UGC", "Getting lxfml ugcID: " + std::to_string(res->getUInt(1)) + "\n");
Game::logger->Log("UGC", "Getting lxfml ugcID: " + std::to_string(res->getUInt(1)));
//Get lxfml:
auto stmtL = Database::CreatePreppedStmt("SELECT lxfml from ugc where id=?");
@@ -1154,11 +1154,11 @@ void HandlePacket(Packet* packet) {
}
}
else {
Game::logger->Log("WorldServer", "Couldn't find character to log in with for user %s (%i)!\n", user->GetUsername().c_str(), user->GetAccountID());
Game::logger->Log("WorldServer", "Couldn't find character to log in with for user %s (%i)!", user->GetUsername().c_str(), user->GetAccountID());
Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_CHARACTER_NOT_FOUND);
}
} else {
Game::logger->Log("WorldServer", "Couldn't get user for level load complete!\n");
Game::logger->Log("WorldServer", "Couldn't get user for level load complete!");
}
break;
}
@@ -1185,7 +1185,7 @@ void HandlePacket(Packet* packet) {
inStream.Read(size);
if (size > 20000) {
Game::logger->Log("WorldServer", "Tried to route a packet with a read size > 20000, so likely a false packet.\n");
Game::logger->Log("WorldServer", "Tried to route a packet with a read size > 20000, so likely a false packet.");
return;
}
@@ -1248,38 +1248,36 @@ void HandlePacket(Packet* packet) {
}
default:
Game::server->GetLogger()->Log("HandlePacket", "Unknown world packet received: %i\n", int(packet->data[3]));
Game::server->GetLogger()->Log("HandlePacket", "Unknown world packet received: %i", int(packet->data[3]));
}
}
void WorldShutdownProcess(uint32_t zoneId) {
Game::logger->Log("WorldServer", "Saving map %i instance %i\n", zoneId, instanceID);
Game::logger->Log("WorldServer", "Saving map %i instance %i", zoneId, instanceID);
for (auto i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i) {
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
auto* entity = Player::GetPlayer(player);
Game::logger->Log("WorldServer", "Saving data!\n");
Game::logger->Log("WorldServer", "Saving data!");
if (entity != nullptr && entity->GetCharacter() != nullptr) {
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->Reset();
}
std::string message = "Saving character " + entity->GetCharacter()->GetName() + "...\n";
Game::logger->Log("WorldServer", message);
Game::logger->Log("WorldServer", "Saving character %s...", entity->GetCharacter()->GetName().c_str());
entity->GetCharacter()->SaveXMLToDatabase();
message = "Character data for " + entity->GetCharacter()->GetName() + " was saved!\n";
Game::logger->Log("WorldServer", message);
Game::logger->Log("WorldServer", "Character data for %s was saved!", entity->GetCharacter()->GetName().c_str());
}
}
if (PropertyManagementComponent::Instance() != nullptr) {
Game::logger->Log("WorldServer", "Saving ALL property data for zone %i clone %i!\n", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
Game::logger->Log("WorldServer", "Saving ALL property data for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
PropertyManagementComponent::Instance()->Save();
Game::logger->Log("WorldServer", "ALL property data saved for zone %i clone %i!\n", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
Game::logger->Log("WorldServer", "ALL property data saved for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
}
Game::logger->Log("WorldServer", "ALL DATA HAS BEEN SAVED FOR ZONE %i INSTANCE %i!\n", zoneId, instanceID);
Game::logger->Log("WorldServer", "ALL DATA HAS BEEN SAVED FOR ZONE %i INSTANCE %i!", zoneId, instanceID);
while (Game::server->GetReplicaManager()->GetParticipantCount() > 0) {
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(0);
@@ -1296,7 +1294,7 @@ void WorldShutdownSequence() {
worldShutdownSequenceStarted = true;
Game::logger->Log("WorldServer", "Zone (%i) instance (%i) shutting down outside of main loop!\n", Game::server->GetZoneID(), instanceID);
Game::logger->Log("WorldServer", "Zone (%i) instance (%i) shutting down outside of main loop!", Game::server->GetZoneID(), instanceID);
WorldShutdownProcess(Game::server->GetZoneID());
FinalizeShutdown();
}
@@ -1306,7 +1304,7 @@ void FinalizeShutdown() {
if (Game::physicsWorld) Game::physicsWorld = nullptr;
if (Game::zoneManager) delete Game::zoneManager;
Game::logger->Log("WorldServer", "Shutdown complete, zone (%i), instance (%i)\n", Game::server->GetZoneID(), instanceID);
Game::logger->Log("WorldServer", "Shutdown complete, zone (%i), instance (%i)", Game::server->GetZoneID(), instanceID);
Metrics::Clear();
Database::Destroy("WorldServer");