feat(Core/Logging): rework logging (#4692)

* feat(Core/Logging): rework logging

* correct level for sql.sql

* del unused config options

* Correct build

* correct after merge

* whitespace

20:29:37 1. 'Player.cpp'. Replace (1)
20:29:37 2. 'ObjectMgr.cpp'. Replace (3)

* 1

* correct logging

* correct affter merge

* 1

* 2

* LOG_LEVEL_WARN

* #include "AppenderDB.h"

* 3

* 4

* 5

* 1. 'WorldSocket.cpp'. Replace (1)

* 6

* 1
This commit is contained in:
Kargatum
2021-04-17 16:20:07 +07:00
committed by GitHub
parent b2861be1cd
commit 4af4cbd3d9
246 changed files with 7413 additions and 6807 deletions

View File

@@ -19,8 +19,8 @@ void Graveyard::LoadGraveyardFromDB()
QueryResult result = WorldDatabase.Query("SELECT ID, Map, x, y, z, Comment FROM game_graveyard");
if (!result)
{
sLog->outString(">> Loaded 0 graveyard. Table `game_graveyard` is empty!");
sLog->outString();
LOG_INFO("server", ">> Loaded 0 graveyard. Table `game_graveyard` is empty!");
LOG_INFO("server", " ");
return;
}
@@ -41,7 +41,7 @@ void Graveyard::LoadGraveyardFromDB()
if (!Utf8toWStr(Graveyard.name, Graveyard.wnameLow))
{
sLog->outErrorDb("Wrong UTF8 name for id %u in `game_graveyard` table, ignoring.", ID);
LOG_ERROR("sql.sql", "Wrong UTF8 name for id %u in `game_graveyard` table, ignoring.", ID);
continue;
}
@@ -52,8 +52,8 @@ void Graveyard::LoadGraveyardFromDB()
++Count;
} while (result->NextRow());
sLog->outString(">> Loaded %i graveyard in %u ms", Count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
LOG_INFO("server", ">> Loaded %i graveyard in %u ms", Count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server", " ");
}
GraveyardStruct const* Graveyard::GetGraveyard(uint32 ID) const
@@ -85,7 +85,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
{
if (z > -500)
{
sLog->outError("ZoneId not found for map %u coords (%f, %f, %f)", MapId, x, y, z);
LOG_ERROR("server", "ZoneId not found for map %u coords (%f, %f, %f)", MapId, x, y, z);
return GetDefaultGraveyard(teamId);
}
}
@@ -103,7 +103,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
// not need to check validity of map object; MapId _MUST_ be valid here
if (range.first == range.second && !map->IsBattlegroundOrArena())
{
sLog->outErrorDb("Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
LOG_ERROR("sql.sql", "Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
return GetDefaultGraveyard(teamId);
}
@@ -128,7 +128,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
GraveyardStruct const* entry = sGraveyard->GetGraveyard(data.safeLocId);
if (!entry)
{
sLog->outErrorDb("Table `graveyard_zone` has record for not existing `game_graveyard` table %u, skipped.", data.safeLocId);
LOG_ERROR("sql.sql", "Table `graveyard_zone` has record for not existing `game_graveyard` table %u, skipped.", data.safeLocId);
continue;
}
@@ -245,7 +245,7 @@ void Graveyard::RemoveGraveyardLink(uint32 id, uint32 zoneId, TeamId teamId, boo
GraveyardMapBoundsNonConst range = GraveyardStore.equal_range(zoneId);
if (range.first == range.second)
{
sLog->outError("Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
LOG_ERROR("server", "Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
return;
}
@@ -300,8 +300,8 @@ void Graveyard::LoadGraveyardZones()
if (!result)
{
sLog->outString(">> Loaded 0 graveyard-zone links. DB table `graveyard_zone` is empty.");
sLog->outString();
LOG_INFO("server", ">> Loaded 0 graveyard-zone links. DB table `graveyard_zone` is empty.");
LOG_INFO("server", " ");
return;
}
@@ -321,35 +321,35 @@ void Graveyard::LoadGraveyardZones()
GraveyardStruct const* entry = sGraveyard->GetGraveyard(safeLocId);
if (!entry)
{
sLog->outErrorDb("Table `graveyard_zone` has a record for not existing `game_graveyard` table %u, skipped.", safeLocId);
LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for not existing `game_graveyard` table %u, skipped.", safeLocId);
continue;
}
AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(zoneId);
if (!areaEntry)
{
sLog->outErrorDb("Table `graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
continue;
}
if (areaEntry->zone != 0)
{
sLog->outErrorDb("Table `graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
continue;
}
if (team != 0 && team != HORDE && team != ALLIANCE)
{
sLog->outErrorDb("Table `graveyard_zone` has a record for non player faction (%u), skipped.", team);
LOG_ERROR("sql.sql", "Table `graveyard_zone` has a record for non player faction (%u), skipped.", team);
continue;
}
if (!AddGraveyardLink(safeLocId, zoneId, teamId, false))
sLog->outErrorDb("Table `graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
LOG_ERROR("sql.sql", "Table `graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
} while (result->NextRow());
sLog->outString(">> Loaded %u graveyard-zone links in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
LOG_INFO("server", ">> Loaded %u graveyard-zone links in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server", " ");
}
GraveyardStruct const* Graveyard::GetGraveyard(const std::string& name) const