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

@@ -560,7 +560,7 @@ int openttd_main(int argc, char *argv[])
videodriver = "dedicated";
blitter = "null";
dedicated = true;
SetDebugString("net=6");
SetDebugString("net=4");
if (mgo.opt != nullptr) {
scanner->dedicated_host = ParseFullConnectionString(mgo.opt, scanner->dedicated_port);
}
@@ -666,7 +666,7 @@ int openttd_main(int argc, char *argv[])
DeterminePaths(argv[0]);
TarScanner::DoScan(TarScanner::BASESET);
if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
if (dedicated) DEBUG(net, 3, "Starting dedicated server, version %s", _openttd_revision);
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#if defined(UNIX)
@@ -945,7 +945,7 @@ bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileTy
* special cases which make clients desync immediately. So we fall
* back to just generating a new game with the current settings.
*/
DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
DEBUG(net, 0, "Loading game failed, so a new (random) game will be started");
MakeNewGame(false, true);
return false;
}