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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00

Fix indentation of logging code and around it

That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
This commit is contained in:
Arseniy Shestakov
2016-03-12 04:41:27 +03:00
parent faae305ec0
commit 10dbbead2d
54 changed files with 580 additions and 577 deletions

View File

@ -150,7 +150,7 @@ void CClient::waitForMoveAndSend(PlayerColor color)
}
catch(boost::thread_interrupted&)
{
logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
logNetwork->debugStream() << "Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?";
return;
}
catch(...)
@ -158,7 +158,7 @@ void CClient::waitForMoveAndSend(PlayerColor color)
handleException();
return;
}
logNetwork->errorStream() << "We should not be here!";
logNetwork->errorStream() << "We should not be here!";
}
void CClient::run()
@ -182,11 +182,11 @@ void CClient::run()
//catch only asio exceptions
catch (const boost::system::system_error& e)
{
logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
logNetwork->errorStream() << e.what();
logNetwork->errorStream() << "Lost connection to server, ending listening thread!";
logNetwork->errorStream() << e.what();
if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
{
logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
logNetwork->errorStream() << "Something wrong, lost connection while game is still ongoing...";
throw;
}
}
@ -196,7 +196,7 @@ void CClient::save(const std::string & fname)
{
if(gs->curB)
{
logNetwork->errorStream() << "Game cannot be saved during battle!";
logNetwork->errorStream() << "Game cannot be saved during battle!";
return;
}
@ -214,7 +214,7 @@ void CClient::endGame( bool closeConnection /*= true*/ )
// Tell the network thread to reach a stable state
if(closeConnection)
stopConnection();
logNetwork->infoStream() << "Closed connection.";
logNetwork->infoStream() << "Closed connection.";
GH.curInt = nullptr;
{
@ -292,12 +292,12 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
loadCommonState(checkingLoader);
loader = checkingLoader.decay();
}
logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
pathInfo = make_unique<CPathsInfo>(getMapSize());
CGI->mh->init();
logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
}
catch(std::exception &e)
{
@ -310,53 +310,53 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
player = PlayerColor(player_);
*/
std::set<PlayerColor> clientPlayers;
if(server)
serv = sh.connectToServer();
std::set<PlayerColor> clientPlayers;
if(server)
serv = sh.connectToServer();
//*loader >> *this;
if(server)
{
tmh.update();
ui8 pom8;
*serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
*serv << fname;
*serv >> pom8;
if(pom8)
throw std::runtime_error("Server cannot open the savegame!");
else
logNetwork->infoStream() << "Server opened savegame properly.";
}
if(server)
{
tmh.update();
ui8 pom8;
*serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
*serv << fname;
*serv >> pom8;
if(pom8)
throw std::runtime_error("Server cannot open the savegame!");
else
logNetwork->infoStream() << "Server opened savegame properly.";
}
if(server)
{
for(auto & elem : gs->scenarioOps->playerInfos)
if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
{
clientPlayers.insert(elem.first);
}
clientPlayers.insert(PlayerColor::NEUTRAL);
}
else
{
clientPlayers.insert(player);
}
if(server)
{
for(auto & elem : gs->scenarioOps->playerInfos)
{
if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
clientPlayers.insert(elem.first);
}
clientPlayers.insert(PlayerColor::NEUTRAL);
}
else
{
clientPlayers.insert(player);
}
std::cout << "CLIENTPLAYERS:\n";
for(auto x : clientPlayers)
std::cout << x << std::endl;
std::cout << "ENDCLIENTPLAYERS\n";
std::cout << "CLIENTPLAYERS:\n";
for(auto x : clientPlayers)
std::cout << x << std::endl;
std::cout << "ENDCLIENTPLAYERS\n";
serialize(loader->serializer,0,clientPlayers);
*serv << ui32(clientPlayers.size());
for(auto & elem : clientPlayers)
*serv << ui8(elem.getNum());
serv->addStdVecItems(gs); /*why is this here?*/
serialize(loader->serializer,0,clientPlayers);
*serv << ui32(clientPlayers.size());
for(auto & elem : clientPlayers)
*serv << ui8(elem.getNum());
serv->addStdVecItems(gs); /*why is this here?*/
//*loader >> *this;
logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
//*serv << clientPlayers;
serv->enableStackSendingByID();
@ -405,7 +405,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
}
c >> si;
logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
c.enableStackSendingByID();
c.disableSmartPointerSerialization();
@ -415,7 +415,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
gs->scenarioOps = si;
gs->init(si);
logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
// Now after possible random map gen, we know exact player count.
// Inform server about how many players client handles
@ -438,10 +438,10 @@ void CClient::newGame( CConnection *con, StartInfo *si )
{
const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
CGI->mh->map = gs->map;
logNetwork->infoStream() <<"Creating mapHandler: "<<tmh.getDiff();
logNetwork->infoStream() << "Creating mapHandler: " << tmh.getDiff();
CGI->mh->init();
pathInfo = make_unique<CPathsInfo>(getMapSize());
logNetwork->infoStream() <<"Initializing mapHandler (together): "<<tmh.getDiff();
logNetwork->infoStream() << "Initializing mapHandler (together): " << tmh.getDiff();
}
int humanPlayers = 0;
@ -452,7 +452,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
if(!vstd::contains(myPlayers, color))
continue;
logNetwork->traceStream() << "Preparing interface for player " << color;
logNetwork->traceStream() << "Preparing interface for player " << color;
if(si->mode != StartInfo::DUEL)
{
if(elem.second.playerID == PlayerSettings::PLAYER_AI)
@ -618,8 +618,8 @@ void CClient::serialize(CISer & h, const int version, const std::set<PlayerColor
{
if(pid == PlayerColor::NEUTRAL)
{
if(playerIDs.count(pid))
installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
if(playerIDs.count(pid))
installNewBattleInterface(CDynLibHandler::getNewBattleAI(dllname), pid);
//TODO? consider serialization
continue;
}
@ -639,14 +639,14 @@ void CClient::serialize(CISer & h, const int version, const std::set<PlayerColor
nInt->human = isHuman;
nInt->playerID = pid;
if(playerIDs.count(pid))
installNewPlayerInterface(nInt, pid);
if(playerIDs.count(pid))
installNewPlayerInterface(nInt, pid);
nInt->loadGame(h, version);
nInt->loadGame(h, version);
}
if(playerIDs.count(PlayerColor::NEUTRAL))
loadNeutralBattleAI();
loadNeutralBattleAI();
}
}
@ -657,15 +657,15 @@ void CClient::handlePack( CPack * pack )
{
boost::unique_lock<boost::recursive_mutex> guiLock(*LOCPLINT->pim);
apply->applyOnClBefore(this,pack);
logNetwork->traceStream() << "\tMade first apply on cl";
logNetwork->traceStream() << "\tMade first apply on cl";
gs->apply(pack);
logNetwork->traceStream() << "\tApplied on gs";
logNetwork->traceStream() << "\tApplied on gs";
apply->applyOnClAfter(this,pack);
logNetwork->traceStream() << "\tMade second apply on cl";
logNetwork->traceStream() << "\tMade second apply on cl";
}
else
{
logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
logNetwork->errorStream() << "Message cannot be applied, cannot find applier! TypeID " << typeList.getTypeID(pack);
}
delete pack;
}
@ -685,11 +685,11 @@ void CClient::stopConnection()
if (serv) //request closing connection
{
logNetwork->infoStream() << "Connection has been requested to be closed.";
logNetwork->infoStream() << "Connection has been requested to be closed.";
boost::unique_lock<boost::mutex>(*serv->wmx);
CloseServer close_server;
sendRequest(&close_server, PlayerColor::NEUTRAL);
logNetwork->infoStream() << "Sent closing signal to the server";
logNetwork->infoStream() << "Sent closing signal to the server";
}
if(connectionHandler)//end connection handler
@ -697,7 +697,7 @@ void CClient::stopConnection()
if(connectionHandler->get_id() != boost::this_thread::get_id())
connectionHandler->join();
logNetwork->infoStream() << "Connection handler thread joined";
logNetwork->infoStream() << "Connection handler thread joined";
delete connectionHandler;
connectionHandler = nullptr;
@ -708,7 +708,7 @@ void CClient::stopConnection()
serv->close();
delete serv;
serv = nullptr;
logNetwork->warnStream() << "Our socket has been closed.";
logNetwork->warnStream() << "Our socket has been closed.";
}
}
@ -833,7 +833,7 @@ int CClient::sendRequest(const CPack *request, PlayerColor player)
static ui32 requestCounter = 0;
ui32 requestID = requestCounter++;
logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
logNetwork->traceStream() << boost::format("Sending a request \"%s\". It'll have an ID=%d.")
% typeid(*request).name() % requestID;
waitingRequest.pushBack(requestID);
@ -933,7 +933,7 @@ void CServerHandler::startServer()
th.update();
serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
if(verbose)
logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
}
void CServerHandler::waitForServer()
@ -950,7 +950,7 @@ void CServerHandler::waitForServer()
}
#endif
if(verbose)
logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
}
CConnection * CServerHandler::connectToServer()
@ -967,7 +967,7 @@ CConnection * CServerHandler::connectToServer()
CConnection *ret = justConnectToServer(settings["server"]["server"].String(), port);
if(verbose)
logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
return ret;
}
@ -987,13 +987,13 @@ CServerHandler::CServerHandler(bool runServer /*= false*/)
try
{
shared = new SharedMem();
}
catch(...)
{
logNetwork->error("Cannot open interprocess memory.");
handleException();
throw;
}
}
catch(...)
{
logNetwork->error("Cannot open interprocess memory.");
handleException();
throw;
}
#endif
}
@ -1010,11 +1010,11 @@ void CServerHandler::callServer()
const std::string comm = VCMIDirs::get().serverPath().string() + " --port=" + port + " > \"" + logName + '\"';
int result = std::system(comm.c_str());
if (result == 0)
logNetwork->infoStream() << "Server closed correctly";
logNetwork->infoStream() << "Server closed correctly";
else
{
logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
logNetwork->errorStream() << "Check " << logName << " for more info";
logNetwork->errorStream() << "Error: server failed to close correctly or crashed!";
logNetwork->errorStream() << "Check " << logName << " for more info";
exit(1);// exit in case of error. Othervice without working server VCMI will hang
}
}
@ -1034,14 +1034,14 @@ CConnection * CServerHandler::justConnectToServer(const std::string &host, const
{
try
{
logNetwork->infoStream() << "Establishing connection...";
logNetwork->infoStream() << "Establishing connection...";
ret = new CConnection( host.size() ? host : settings["server"]["server"].String(),
realPort,
NAME);
}
catch(...)
{
logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
logNetwork->errorStream() << "\nCannot establish connection! Retrying within 2 seconds";
SDL_Delay(2000);
}
}