fix: master not using table data, remove 2 noisy logs (#1613)

Tested with logs that queries to get soft and hard cap actually succeed now
Logs about slash command handler command registration and vanity NPC creation in mis matched worlds are now removed.
This commit is contained in:
David Markowitz 2024-06-09 15:31:57 -07:00 committed by GitHub
parent 1454fcd003
commit fee0238e79
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GPG Key ID: B5690EEEBB952194
3 changed files with 12 additions and 2 deletions

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@ -31,7 +31,6 @@ void SlashCommandHandler::RegisterCommand(Command command) {
} }
for (const auto& alias : command.aliases) { for (const auto& alias : command.aliases) {
LOG_DEBUG("Registering command %s", alias.c_str());
auto [_, success] = RegisteredCommands.try_emplace(alias, command); auto [_, success] = RegisteredCommands.try_emplace(alias, command);
// Don't allow duplicate commands // Don't allow duplicate commands
if (!success) { if (!success) {

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@ -285,7 +285,6 @@ void ParseXml(const std::string& file) {
} }
if (zoneID.value() != currentZoneID) { if (zoneID.value() != currentZoneID) {
LOG_DEBUG("Skipping (%s) %i location because it is in %i and not the current zone (%i)", name, lot, zoneID.value(), currentZoneID);
continue; continue;
} }

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@ -40,6 +40,7 @@
#include "BitStreamUtils.h" #include "BitStreamUtils.h"
#include "Start.h" #include "Start.h"
#include "Server.h" #include "Server.h"
#include "CDZoneTableTable.h"
namespace Game { namespace Game {
Logger* logger = nullptr; Logger* logger = nullptr;
@ -277,6 +278,17 @@ int main(int argc, char** argv) {
PersistentIDManager::Initialize(); PersistentIDManager::Initialize();
Game::im = new InstanceManager(Game::logger, Game::server->GetIP()); Game::im = new InstanceManager(Game::logger, Game::server->GetIP());
//Get CDClient initial information
try {
CDClientManager::LoadValuesFromDatabase();
} catch (CppSQLite3Exception& e) {
LOG("Failed to initialize CDServer SQLite Database");
LOG("May be caused by corrupted file: %s", (Game::assetManager->GetResPath() / "CDServer.sqlite").string().c_str());
LOG("Error: %s", e.errorMessage());
LOG("Error Code: %i", e.errorCode());
return EXIT_FAILURE;
}
//Depending on the config, start up servers: //Depending on the config, start up servers:
if (Game::config->GetValue("prestart_servers") != "0") { if (Game::config->GetValue("prestart_servers") != "0") {
StartChatServer(); StartChatServer();