(svn r23854) -Codechange: make it easier to put random debug stuff into the random log
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@@ -69,11 +69,7 @@ void SetRandomSeed(uint32 seed)
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uint32 DoRandom(int line, const char *file)
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{
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if (_networking && (!_network_server || (NetworkClientSocket::IsValidID(0) && NetworkClientSocket::Get(0)->status != NetworkClientSocket::STATUS_INACTIVE))) {
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static FILE *f = FioFOpenFile("random-out.log", "wb", AUTOSAVE_DIR);
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if (f != NULL) {
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fprintf(f, "%08x; %02x; %04x; %02x; %s:%d\n", _date, _date_fract, _frame_counter, (byte)_current_company, file, line);
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fflush(f);
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}
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DEBUG(random, 0, "%08x; %02x; %04x; %02x; %s:%d", _date, _date_fract, _frame_counter, (byte)_current_company, file, line);
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}
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return _random.Next();
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@@ -17,19 +17,6 @@
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#define Random OTTD_Random
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#endif /* __APPLE__ */
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/**************
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* Warning: DO NOT enable this unless you understand what it does
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*
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* If enabled, in a network game all randoms will be dumped to the
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* stdout if the first client joins (or if you are a client). This
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* is to help finding desync problems.
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*
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* Warning: DO NOT enable this unless you understand what it does
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**************/
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//#define RANDOM_DEBUG
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/**
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* Structure to encapsulate the pseudo random number generators.
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*/
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