Tweaked logging.
Less output for UI. More output for player pos confirming (FS #245) and for player spawning git-svn-id: http://mc-server.googlecode.com/svn/trunk@875 0a769ca7-a7f5-676a-18bf-c427514a06d6
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60c29274d3
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578c9c4694
@ -752,10 +752,6 @@ void cProtocol125::SendWindowClose(char a_WindowID)
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void cProtocol125::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
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{
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LOGD("Sending a WindowOpen packet: ID = %d, Type = %d, Title = \"%s\", NumSlots = %d",
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a_WindowID, a_WindowType, a_WindowTitle.c_str(), a_NumSlots
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);
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if (a_WindowType < 0)
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{
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// Do not send for inventory windows
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@ -1256,9 +1252,6 @@ void cProtocol125::SendPreChunk(int a_ChunkX, int a_ChunkZ, bool a_ShouldLoad)
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void cProtocol125::SendWindowSlots(char a_WindowID, int a_NumItems, const cItem * a_Items)
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{
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LOGD("Sending a InventoryWhole packet: WindowID = %d, NumItems = %d",
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a_WindowID, a_NumItems
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);
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WriteByte (PACKET_INVENTORY_WHOLE);
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WriteByte (a_WindowID);
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WriteShort((short)a_NumItems);
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@ -24,7 +24,6 @@ cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
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m_NumSlots(a_NumSlots),
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m_ParentWindow(a_ParentWindow)
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{
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LOGD("Created a new cSlotArea with %d slots", a_NumSlots);
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}
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@ -33,11 +32,13 @@ cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
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void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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{
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/*
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LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
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GetNumSlots(), a_SlotNum,
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ItemToFullString(a_ClickedItem).c_str(),
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ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
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);
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*/
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ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
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@ -62,10 +63,9 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick,
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsEqual(a_ClickedItem))
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{
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LOGD("*** Window lost sync ***");
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LOGD("My Type: %i Their Type: %i", Slot.m_ItemID, a_ClickedItem.m_ItemID);
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LOGD("My Count: %i Their Count: %i", Slot.m_ItemCount, a_ClickedItem.m_ItemCount);
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LOGD("My Dmg: %i Their Dmg: %i", Slot.m_ItemHealth, a_ClickedItem.m_ItemHealth);
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LOGD("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
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LOGD("My item: %s", ItemToFullString(Slot).c_str());
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LOGD("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
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bAsync = true;
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}
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cItem & DraggingItem = a_Player.GetDraggingItem();
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@ -33,9 +33,6 @@ cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle
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{
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m_WindowID = 0;
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}
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LOGD("Created a window at %p, type = %d, ID = %i, title = \"%s\".",
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this, m_WindowType, m_WindowID, m_WindowTitle.c_str()
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);
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}
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@ -44,7 +41,6 @@ cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle
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cWindow::~cWindow()
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{
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LOGD("Deleted a window at %p", this);
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}
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@ -325,7 +321,6 @@ void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_Relativ
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void cWindow::Destroy(void)
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{
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LOGD("Destroying window %p (type %d)", this, m_WindowType);
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if (m_Owner != NULL)
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{
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m_Owner->CloseWindow();
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@ -782,6 +782,8 @@ void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_
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else
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{
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LOGWARNING("Player \"%s\" sent a weird position confirmation %.2f blocks away, retrying", m_Username.c_str(), sqrt(Dist));
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LOGD(" Expected pos: {%0.2f, %0.2f, %0.2f}", m_ConfirmPosition.x, m_ConfirmPosition.y, m_ConfirmPosition.z);
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LOGD(" Received pos: {%0.2f, %0.2f, %0.2f}", a_PosX, a_PosY, a_PosZ);
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m_ConfirmPosition = m_Player->GetPosition();
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SendPlayerMoveLook();
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}
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@ -1305,6 +1307,10 @@ void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player)
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return;
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}
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LOG("Spawning player \"%s\" on client \"%s\" @ %s",
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a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str()
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);
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m_Protocol->SendPlayerSpawn(a_Player);
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}
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@ -75,44 +75,44 @@ public:
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bool IsPlaying(void) const {return (m_State == csPlaying); }
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void SendDisconnect(const AString & a_Reason);
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void SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item);
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void SendChat(const AString & a_Message);
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void SendPlayerAnimation(const cPlayer & a_Player, char a_Animation);
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void SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
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void SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
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void SendWindowClose(char a_WindowID);
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void SendWholeInventory(const cInventory & a_Inventory);
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void SendWholeInventory(const cWindow & a_Window);
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void SendTeleportEntity(const cEntity & a_Entity);
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void SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline);
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void SendPlayerPosition(void);
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void SendEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntLook (const cEntity & a_Entity);
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void SendEntHeadLook (const cEntity & a_Entity);
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void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
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void SendHealth (void);
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void SendRespawn(void);
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void SendGameMode(eGameMode a_GameMode);
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void SendDestroyEntity(const cEntity & a_Entity);
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void SendPlayerMoveLook(void);
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void SendEntityStatus(const cEntity & a_Entity, char a_Status);
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void SendMetadata(const cPawn & a_Entity);
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void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
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void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
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void SendChat (const AString & a_Message);
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void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer);
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void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player);
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void SendDestroyEntity (const cEntity & a_Entity);
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void SendDisconnect (const AString & a_Reason);
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void SendEntHeadLook (const cEntity & a_Entity);
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void SendEntLook (const cEntity & a_Entity);
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void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
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void SendEntityStatus (const cEntity & a_Entity, char a_Status);
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void SendGameMode (eGameMode a_GameMode);
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void SendHealth (void);
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void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value);
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void SendPlayerSpawn(const cPlayer & a_Player);
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void SendPickupSpawn(const cPickup & a_Pickup);
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void SendSpawnMob (const cMonster & a_Mob);
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void SendUpdateSign (int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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void SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player);
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void SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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void SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
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void SendUnloadChunk(int a_ChunkX, int a_ChunkZ);
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void SendWeather(eWeather a_Weather);
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void SendTimeUpdate(Int64 a_WorldTime);
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void SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ);
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void SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch); // a_Src coords are Block * 8
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void SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer);
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void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item);
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void SendMetadata (const cPawn & a_Entity);
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void SendPickupSpawn (const cPickup & a_Pickup);
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void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation);
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void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline);
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void SendPlayerMoveLook (void);
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void SendPlayerPosition (void);
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void SendPlayerSpawn (const cPlayer & a_Player);
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void SendRespawn (void);
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void SendSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch); // a_Src coords are Block * 8
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void SendSpawnMob (const cMonster & a_Mob);
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void SendTeleportEntity (const cEntity & a_Entity);
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void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ);
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void SendTimeUpdate (Int64 a_WorldTime);
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void SendUnloadChunk (int a_ChunkX, int a_ChunkZ);
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void SendUpdateSign (int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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void SendWeather (eWeather a_Weather);
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void SendWholeInventory (const cInventory & a_Inventory);
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void SendWholeInventory (const cWindow & a_Window);
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void SendWindowClose (char a_WindowID);
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void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
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const AString & GetUsername(void) const; //tolua_export
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@ -85,8 +85,6 @@ void cFurnaceEntity::Destroy()
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void cFurnaceEntity::UsedBy(cPlayer * a_Player)
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{
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LOG("Used a furnace");
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if (GetWindow() == NULL)
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{
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OpenWindow(new cFurnaceWindow(m_PosX, m_PosY, m_PosZ, this));
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