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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

VCAI convert logging

This commit is contained in:
AlexVinS 2016-08-15 08:30:06 +03:00
parent 22884d9150
commit f06e9c8538
2 changed files with 37 additions and 38 deletions

View File

@ -132,7 +132,7 @@ bool objWithID(const CGObjectInstance *obj)
return obj->ID == id;
}
std::string strFromInt3(int3 pos);
std::string strFromInt3(int3 pos);//todo: remove
void foreach_tile_pos(std::function<void(const int3& pos)> foo);
void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);

View File

@ -211,17 +211,17 @@ void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryL
{
LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
NET_EVENT_HANDLER;
logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
logAi->debug("Player %d: I heard that player %d %s.", playerID.getNum(), player.getNum(),(victoryLossCheckResult.victory() ? "won" : "lost"));
if(player == playerID)
{
if(victoryLossCheckResult.victory())
{
logAi->debugStream() << "VCAI: I won! Incredible!";
logAi->debugStream() << "Turn nr " << myCb->getDate();
logAi->debug("VCAI: I won! Incredible!");
logAi->debug("Turn nr %d", myCb->getDate());
}
else
{
logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
logAi->debug("VCAI: Player %d lost. It's me. What a disappointment! :(", player.getNum());
}
finish();
@ -718,7 +718,7 @@ void makePossibleUpgrades(const CArmedInstance *obj)
void VCAI::makeTurn()
{
logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
logGlobal->info("Player %d starting turn", playerID.getNum());
MAKING_TURN;
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
@ -768,7 +768,7 @@ void VCAI::makeTurnInternal()
continue; //hero might have been removed while we were in this loop
if(!hero.first.validAndSet())
{
logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
continue;
}
@ -778,7 +778,7 @@ void VCAI::makeTurnInternal()
{
if(!obj || !cb->getObj(obj->id))
{
logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
continue;
}
striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
@ -807,7 +807,7 @@ void VCAI::makeTurnInternal()
}
if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
{
logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
break;
}
if (safeCopy.empty())
@ -838,17 +838,17 @@ void VCAI::makeTurnInternal()
for (auto h : cb->getHeroesInfo())
{
if (h->movement)
logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
logAi->warn("Hero %s has %d MP left", h->name, h->movement);
}
}
catch(boost::thread_interrupted &e)
{
logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
return;
}
catch(std::exception &e)
{
logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
logAi->debug("Making turn thread has caught an exception: %s", e.what());
}
endTurn();
@ -858,7 +858,7 @@ bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
{
int3 dst = obj->visitablePos();
auto sm = getCachedSectorMap(h);
logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst());
int3 pos = sm->firstTileToGet(h, dst);
if (!pos.valid()) //rare case when we are already standing on one of potential objects
return false;
@ -902,7 +902,7 @@ bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * sourc
if(army->tempOwner != source->tempOwner)
{
logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
logAi->error("Why are we even considering exchange between heroes from different players?");
return false;
}
@ -1129,7 +1129,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsi
{
if (maxDays == 0)
{
logAi->warnStream() << "Request to build building " << building << " in 0 days!";
logAi->warn("Request to build building %d in 0 days!", building.toEnum());
return false;
}
@ -1171,7 +1171,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsi
{
if(!containsSavedRes(b->resources))
{
logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
cb->buildBuilding(t, buildID);
return true;
}
@ -1209,7 +1209,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsi
//{
// if (maxDays == 0)
// {
// logAi->warnStream() << "Request to build building " << building << " in 0 days!";
// logAi->warn("Request to build building %d in 0 days!", building.toEnum());
// return false;
// }
//
@ -1252,7 +1252,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsi
// {
// if(!containsSavedRes(b->resources))
// {
// logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
// logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
// return true;
// }
// continue;
@ -1522,7 +1522,7 @@ void VCAI::wander(HeroPtr h)
boost::sort(townsNotReachable, compareReinforcements);
//TODO pick the truly best
const CGTownInstance *t = townsNotReachable.back();
logAi->debugStream() << boost::format("%s can't reach any town, we'll try to make our way to %s at %s") % h->name % t->name % t->visitablePos();
logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s",h->name,t->name, t->visitablePos()());
int3 pos1 = h->pos;
striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
//if out hero is stuck, we may need to request another hero to clear the way we see
@ -1551,7 +1551,7 @@ void VCAI::wander(HeroPtr h)
}
else
{
logAi->debugStream() << "Nowhere more to go...";
logAi->debug("Nowhere more to go...");
break;
}
}
@ -1563,16 +1563,16 @@ void VCAI::wander(HeroPtr h)
//wander should not cause heroes to be reserved - they are always considered free
const ObjectIdRef&dest = dests.front();
logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
if(!goVisitObj(dest, h))
{
if(!dest)
{
logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
}
else
{
logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
return;
}
}
@ -1599,14 +1599,14 @@ void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
void VCAI::completeGoal (Goals::TSubgoal goal)
{
logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
logAi->trace("Completing goal: %s", goal->name());
if (const CGHeroInstance * h = goal->hero.get(true))
{
auto it = lockedHeroes.find(h);
if (it != lockedHeroes.end())
if (it->second == goal)
{
logAi->debugStream() << boost::format("%s") % goal->completeMessage();
logAi->debug(goal->completeMessage());
lockedHeroes.erase(it); //goal fulfilled, free hero
}
}
@ -1616,7 +1616,7 @@ void VCAI::completeGoal (Goals::TSubgoal goal)
{
if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
{
logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
logAi->debug(p.second->completeMessage());
return true;
}
return false;
@ -1641,7 +1641,7 @@ void VCAI::battleEnd(const BattleResult *br)
assert(status.getBattle() == ONGOING_BATTLE);
status.setBattle(ENDING_BATTLE);
bool won = br->winner == myCb->battleGetMySide();
logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
logAi->debug("Player %d: I %s the %s!", playerID.getNum(), (won ? "won" : "lost"), battlename);
battlename.clear();
CAdventureAI::battleEnd(br);
}
@ -1665,7 +1665,7 @@ void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
{
reservedObjs.insert(obj);
reservedHeroesMap[h].insert(obj);
logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();
logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
}
void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
@ -1847,7 +1847,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
}
};
logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
logAi->debug("Moving hero %s to tile %s", h->name, dst());
int3 startHpos = h->visitablePos();
bool ret = false;
if(startHpos == dst)
@ -1865,7 +1865,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
cb->getPathsInfo(h.get())->getPath(path, dst);
if(path.nodes.empty())
{
logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
logAi->error("Hero %s cannot reach %s.", h->name, dst());
throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
}
int i = path.nodes.size()-1;
@ -2006,7 +2006,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
}
logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos(), h->visitablePos()(), ret);
}
return ret;
}
@ -2031,8 +2031,7 @@ void VCAI::tryRealize(Goals::VisitTile & g)
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
{
logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
% g.hero->name % g.tile;
logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile());
throw goalFulfilledException (sptr(g));
}
if (ai->moveHeroToTile(g.tile, g.hero.get()))
@ -2141,7 +2140,7 @@ void VCAI::tryRealize(Goals::Build & g)
{
for(const CGTownInstance *t : cb->getTownsInfo())
{
logAi->debugStream() << boost::format("Looking into %s") % t->name;
logAi->debug("Looking into %s", t->name);
buildStructure(t);
buildArmyIn(t);
@ -2162,7 +2161,7 @@ void VCAI::tryRealize(Goals::Invalid & g)
void VCAI::tryRealize(Goals::AbstractGoal & g)
{
logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
logAi->debug("Attempting realizing goal with code %s",g.name());
throw cannotFulfillGoalException("Unknown type of goal !");
}
@ -2224,10 +2223,10 @@ HeroPtr VCAI::primaryHero() const
void VCAI::endTurn()
{
logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
logAi->info("Player %d ends turn", playerID.getNum());
if(!status.haveTurn())
{
logAi->errorStream() << "Not having turn at the end of turn???";
logAi->error("Not having turn at the end of turn???");
}
logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
@ -2236,7 +2235,7 @@ void VCAI::endTurn()
cb->endTurn();
} while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
logGlobal->infoStream() << "Player %d ended turn", playerID.getNum();
}
void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)