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Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
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@@ -46,7 +46,7 @@ void InstanceScript::HandleGameObject(uint64 GUID, bool open, GameObject *go)
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if (go)
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go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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else
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sLog->outDebug("TSCR: InstanceScript: HandleGameObject failed");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: InstanceScript: HandleGameObject failed");
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}
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bool InstanceScript::IsEncounterInProgress() const
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@@ -67,7 +67,7 @@ void InstanceScript::LoadMinionData(const MinionData *data)
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++data;
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}
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sLog->outDebug("InstanceScript::LoadMinionData: " UI64FMTD " minions loaded.", uint64(minions.size()));
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sLog->outDebug(LOG_FILTER_TSCR, "InstanceScript::LoadMinionData: " UI64FMTD " minions loaded.", uint64(minions.size()));
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}
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void InstanceScript::LoadDoorData(const DoorData *data)
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@@ -79,7 +79,7 @@ void InstanceScript::LoadDoorData(const DoorData *data)
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++data;
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}
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sLog->outDebug("InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
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sLog->outDebug(LOG_FILTER_TSCR, "InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
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}
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void InstanceScript::UpdateMinionState(Creature *minion, EncounterState state)
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@@ -299,7 +299,7 @@ void InstanceScript::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
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pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
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}
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else
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sLog->outDebug("TSCR: DoUpdateWorldState attempt send data but no players in map.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: DoUpdateWorldState attempt send data but no players in map.");
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}
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// Send Notify to all players in instance
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@@ -444,7 +444,7 @@ void InstanceScript::UpdateEncounterState(EncounterCreditType type, uint32 credi
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if ((*itr)->creditType == type && (*itr)->creditEntry == creditEntry)
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{
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completedEncounters |= 1 << (*itr)->dbcEntry->encounterIndex;
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sLog->outDebug("Instance %s (instanceId %u) completed encounter %s", instance->GetMapName(), instance->GetInstanceId(), (*itr)->dbcEntry->encounterName[0]);
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sLog->outDebug(LOG_FILTER_TSCR, "Instance %s (instanceId %u) completed encounter %s", instance->GetMapName(), instance->GetInstanceId(), (*itr)->dbcEntry->encounterName[0]);
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if (uint32 dungeonId = (*itr)->lastEncounterDungeon)
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{
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Map::PlayerList const& players = instance->GetPlayers();
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