Codechange: convert printf DEBUG statements to fmt Debug statements
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@@ -136,7 +136,7 @@ void ClientNetworkEmergencySave()
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if (!_networking) return;
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const char *filename = "netsave.sav";
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DEBUG(net, 3, "Performing emergency save: %s", filename);
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Debug(net, 3, "Performing emergency save: {}", filename);
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SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
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}
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@@ -173,7 +173,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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*/
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if (this->sock == INVALID_SOCKET) return status;
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DEBUG(net, 3, "Closed client connection %d", this->client_id);
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Debug(net, 3, "Closed client connection {}", this->client_id);
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this->SendPackets(true);
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@@ -285,8 +285,8 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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if (_sync_seed_1 != _random.state[0]) {
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#endif
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ShowNetworkError(STR_NETWORK_ERROR_DESYNC);
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DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
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DEBUG(net, 0, "Sync error detected");
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Debug(desync, 1, "sync_err: {:08x}; {:02x}", _date, _date_fract);
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Debug(net, 0, "Sync error detected");
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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return false;
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}
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@@ -301,7 +301,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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_sync_frame = 0;
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} else if (_sync_frame < _frame_counter) {
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DEBUG(net, 1, "Missed frame for sync-test: %d / %d", _sync_frame, _frame_counter);
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Debug(net, 1, "Missed frame for sync-test: {} / {}", _sync_frame, _frame_counter);
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_sync_frame = 0;
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}
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}
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@@ -777,7 +777,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(P
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/* We do not know this GRF, bail out of initialization */
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char buf[sizeof(c.md5sum) * 2 + 1];
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md5sumToString(buf, lastof(buf), c.md5sum);
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DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
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Debug(grf, 0, "NewGRF {:08X} not found; checksum {}", BSWAP32(c.grfid), buf);
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ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
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}
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}
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@@ -974,13 +974,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p
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/* Receive the token. */
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if (p->CanReadFromPacket(sizeof(uint8))) this->token = p->Recv_uint8();
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DEBUG(net, 7, "Received FRAME %d", _frame_counter_server);
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Debug(net, 7, "Received FRAME {}", _frame_counter_server);
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/* Let the server know that we received this frame correctly
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* We do this only once per day, to save some bandwidth ;) */
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if (!_network_first_time && last_ack_frame < _frame_counter) {
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last_ack_frame = _frame_counter + DAY_TICKS;
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DEBUG(net, 7, "Sent ACK at %d", _frame_counter);
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Debug(net, 7, "Sent ACK at {}", _frame_counter);
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SendAck();
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}
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@@ -1096,7 +1096,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "", STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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delete ci;
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} else {
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DEBUG(net, 1, "Unknown client (%d) is leaving the game", client_id);
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Debug(net, 1, "Unknown client ({}) is leaving the game", client_id);
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}
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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@@ -1175,7 +1175,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
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if (client_id == 0) {
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/* definitely an invalid client id, debug message and do nothing. */
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DEBUG(net, 1, "Received invalid client index = 0");
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Debug(net, 1, "Received invalid client index = 0");
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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