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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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@@ -189,7 +189,7 @@ InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save,
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// some instances only have one difficulty
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GetDownscaledMapDifficultyData(GetId(),difficulty);
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sLog->outDebug("MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
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sLog->outDebug(LOG_FILTER_MAPS, "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
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InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
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ASSERT(map->IsDungeon());
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@@ -206,7 +206,7 @@ BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battlegroun
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// load/create a map
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ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
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sLog->outDebug("MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
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sLog->outDebug(LOG_FILTER_MAPS, "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
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