diff options
author | click <click@gonnamakeyou.com> | 2015-03-08 05:30:33 +0100 |
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committer | click <click@gonnamakeyou.com> | 2015-03-08 05:30:33 +0100 |
commit | ec6bec6bc4e5b799c128992f68d429f068654b6e (patch) | |
tree | bf7f73fc7edf9b7f8f785e7eb21d63b1a20afa72 /src | |
parent | db302c28c24a5bc9f77463555453bb09ca4b094a (diff) |
Core: Change some map-specific INFO-messages over to to DEBUG or ERROR
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 94f458e6742..0795dc76c3b 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -130,9 +130,9 @@ void Map::LoadMMap(int gx, int gy) bool mmapLoadResult = MMAP::MMapFactory::createOrGetMMapManager()->loadMap((sWorld->GetDataPath() + "mmaps").c_str(), GetId(), gx, gy); if (mmapLoadResult) - TC_LOG_INFO("maps", "MMAP loaded name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); + TC_LOG_DEBUG("maps", "MMAP loaded name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); else - TC_LOG_INFO("maps", "Could not load MMAP name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); + TC_LOG_ERROR("maps", "Could not load MMAP name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); } void Map::LoadVMap(int gx, int gy) @@ -144,10 +144,10 @@ void Map::LoadVMap(int gx, int gy) switch (vmapLoadResult) { case VMAP::VMAP_LOAD_RESULT_OK: - TC_LOG_INFO("maps", "VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); + TC_LOG_DEBUG("maps", "VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); break; case VMAP::VMAP_LOAD_RESULT_ERROR: - TC_LOG_INFO("maps", "Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); + TC_LOG_ERROR("maps", "Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); break; case VMAP::VMAP_LOAD_RESULT_IGNORED: TC_LOG_DEBUG("maps", "Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); @@ -177,7 +177,7 @@ void Map::LoadMap(int gx, int gy, bool reload) //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?) if (GridMaps[gx][gy]) { - TC_LOG_INFO("maps", "Unloading previously loaded map %u before reloading.", GetId()); + TC_LOG_DEBUG("maps", "Unloading previously loaded map %u before reloading.", GetId()); sScriptMgr->OnUnloadGridMap(this, GridMaps[gx][gy], gx, gy); delete (GridMaps[gx][gy]); @@ -189,7 +189,7 @@ void Map::LoadMap(int gx, int gy, bool reload) int len = sWorld->GetDataPath().length() + strlen("maps/%03u%02u%02u.map") + 1; tmp = new char[len]; snprintf(tmp, len, (char *)(sWorld->GetDataPath() + "maps/%03u%02u%02u.map").c_str(), GetId(), gx, gy); - TC_LOG_INFO("maps", "Loading map %s", tmp); + TC_LOG_DEBUG("maps", "Loading map %s", tmp); // loading data GridMaps[gx][gy] = new GridMap(); if (!GridMaps[gx][gy]->loadData(tmp)) @@ -2501,7 +2501,7 @@ void Map::UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpa void Map::SendInitSelf(Player* player) { - TC_LOG_INFO("maps", "Creating player data for himself %u", player->GetGUIDLow()); + TC_LOG_DEBUG("maps", "Creating player data for himself %u", player->GetGUIDLow()); UpdateData data; @@ -2922,7 +2922,7 @@ bool InstanceMap::AddPlayerToMap(Player* player) InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(GetInstanceId()); if (!mapSave) { - TC_LOG_INFO("maps", "InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId()); + TC_LOG_DEBUG("maps", "InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId()); mapSave = sInstanceSaveMgr->AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true); } @@ -2998,7 +2998,7 @@ bool InstanceMap::AddPlayerToMap(Player* player) // first player enters (no players yet) SetResetSchedule(false); - TC_LOG_INFO("maps", "MAP: Player '%s' entered instance '%u' of map '%s'", player->GetName().c_str(), GetInstanceId(), GetMapName()); + TC_LOG_DEBUG("maps", "MAP: Player '%s' entered instance '%u' of map '%s'", player->GetName().c_str(), GetInstanceId(), GetMapName()); // initialize unload state m_unloadTimer = 0; m_resetAfterUnload = false; @@ -3024,7 +3024,7 @@ void InstanceMap::Update(const uint32 t_diff) void InstanceMap::RemovePlayerFromMap(Player* player, bool remove) { - TC_LOG_INFO("maps", "MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map", player->GetName().c_str(), GetInstanceId(), GetMapName()); + TC_LOG_DEBUG("maps", "MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map", player->GetName().c_str(), GetInstanceId(), GetMapName()); //if last player set unload timer if (!m_unloadTimer && m_mapRefManager.getSize() == 1) m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); @@ -3257,7 +3257,7 @@ bool BattlegroundMap::AddPlayerToMap(Player* player) void BattlegroundMap::RemovePlayerFromMap(Player* player, bool remove) { - TC_LOG_INFO("maps", "MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName().c_str(), GetInstanceId(), GetMapName()); + TC_LOG_DEBUG("maps", "MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName().c_str(), GetInstanceId(), GetMapName()); Map::RemovePlayerFromMap(player, remove); } |