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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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@@ -364,7 +364,7 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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Creature* pCreature = new Creature;
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//sLog->outDebug("Spawning creature %u",guid);
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//sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning creature %u",guid);
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if (!pCreature->LoadFromDB(obj->guid, map))
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{
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delete pCreature;
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@@ -390,7 +390,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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GameObject* pGameobject = new GameObject;
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//sLog->outDebug("Spawning gameobject %u", guid);
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//sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning gameobject %u", guid);
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if (!pGameobject->LoadFromDB(obj->guid, map))
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{
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delete pGameobject;
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@@ -421,7 +421,7 @@ void PoolGroup<Quest>::Spawn1Object(PoolObject* obj)
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PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(obj->guid);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
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{
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sLog->outDebug("PoolGroup<Quest>: Adding quest %u to creature %u", itr->first, itr->second);
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sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Adding quest %u to creature %u", itr->first, itr->second);
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questMap->insert(QuestRelations::value_type(itr->second, itr->first));
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}
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@@ -430,7 +430,7 @@ void PoolGroup<Quest>::Spawn1Object(PoolObject* obj)
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qr = sPoolMgr->mQuestGORelation.equal_range(obj->guid);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
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{
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sLog->outDebug("PoolGroup<Quest>: Adding quest %u to GO %u", itr->first, itr->second);
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sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Adding quest %u to GO %u", itr->first, itr->second);
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questMap->insert(QuestRelations::value_type(itr->second, itr->first));
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}
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}
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@@ -438,7 +438,7 @@ void PoolGroup<Quest>::Spawn1Object(PoolObject* obj)
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template <>
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void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
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{
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sLog->outDebug("PoolGroup<Quest>: Spawning pool %u", poolId);
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sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Spawning pool %u", poolId);
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// load state from db
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if (!triggerFrom)
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{
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