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Logging cleanup.
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@@ -110,7 +110,7 @@ struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
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CPlayerInterface::CPlayerInterface(PlayerColor Player)
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{
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logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
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logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr(false));
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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howManyPeople++;
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@@ -136,7 +136,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
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CPlayerInterface::~CPlayerInterface()
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{
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logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
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logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr(false));
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//howManyPeople--;
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delete showingDialog;
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delete cingconsole;
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@@ -358,10 +358,10 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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{
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//evil returns here ...
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//todo: get rid of it
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logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
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logGlobal->trace("before [un]locks in %s", __FUNCTION__);
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auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
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GH.mainFPSmng->framerateDelay(); //for animation purposes
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logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
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logGlobal->trace("after [un]locks in %s", __FUNCTION__);
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}
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//CSDL_Ext::update(screen);
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@@ -808,7 +808,7 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
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BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
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{
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THREAD_CREATED_BY_CLIENT;
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logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
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logGlobal->trace("Awaiting command for %s", stack->nodeName());
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auto stackId = stack->ID;
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auto stackName = stack->nodeName();
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if (autofightingAI)
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@@ -856,10 +856,10 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
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{
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if (stackId != ret.stackNumber)
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logGlobal->error("Not current active stack action canceled");
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logGlobal->traceStream() << "Canceled command for " << stackName;
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logGlobal->trace("Canceled command for %s", stackName);
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}
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else
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logGlobal->traceStream() << "Giving command for " << stackName;
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logGlobal->trace("Giving command for %s", stackName);
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return ret;
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}
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@@ -1362,7 +1362,7 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
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if (p.second.nodes.size())
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pathsMap[p.first] = p.second.endPos();
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else
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logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
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logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
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}
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h & pathsMap;
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}
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@@ -1398,7 +1398,7 @@ void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
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void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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{
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logGlobal->traceStream() << __FUNCTION__;
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LOG_TRACE(logGlobal);
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if (!LOCPLINT->makingTurn)
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return;
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if (!h)
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@@ -2857,7 +2857,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
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int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
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logGlobal->traceStream() << "Requesting hero movement to " << endpos;
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logGlobal->trace("Requesting hero movement to %s", endpos());
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bool useTransit = false;
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if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
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@@ -2871,7 +2871,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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doMovement(endpos, useTransit);
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logGlobal->traceStream() << "Resuming " << __FUNCTION__;
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logGlobal->trace("Resuming %s", __FUNCTION__);
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bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
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if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
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break;
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