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