Change: reworked the debug levels for network facility (#9251)

It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
This commit is contained in:
Patric Stout
2021-05-12 16:34:02 +02:00
committed by GitHub
parent 56050fc96f
commit b136e65cf9
24 changed files with 132 additions and 133 deletions

View File

@@ -91,7 +91,7 @@ static void _GenerateWorld()
try {
_generating_world = true;
if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait...");
if (_network_dedicated) DEBUG(net, 3, "Generating map, please wait...");
/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
_random.SetSeed(_settings_game.game_creation.generation_seed);
@@ -188,7 +188,7 @@ static void _GenerateWorld()
ShowNewGRFError();
if (_network_dedicated) DEBUG(net, 1, "Map generated, starting game");
if (_network_dedicated) DEBUG(net, 3, "Map generated, starting game");
DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);
if (_debug_desync_level > 0) {
@@ -204,7 +204,7 @@ static void _GenerateWorld()
if (_network_dedicated) {
/* Exit the game to prevent a return to main menu. */
DEBUG(net, 0, "Generating map failed, aborting");
DEBUG(net, 0, "Generating map failed; closing server");
_exit_game = true;
} else {
SwitchToMode(_switch_mode);