mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-16 02:20:27 +00:00
refactor(Core/Logging): switch to fmt style for LOG_ (#10366)
* feat(Core/Common): add support fmt style for ASSERT and ABORT * correct CheckCompactArrayMaskOverflow * 1 * Update src/server/game/Spells/Spell.cpp * rework logging * add fmt replace logs * logging * FMT_LOG_ * settings * fix startup * 1 * 2 * 3 * 4 * 5 * fmt::print * to fmt
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@@ -240,7 +240,7 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
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if (!sSoundEntriesStore.LookupEntry(soundId))
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{
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LOG_ERROR("entities.unit.ai", "Invalid soundId %u used in DoPlaySoundToSet (Source: %s)", soundId, source->GetGUID().ToString().c_str());
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LOG_ERROR("entities.unit.ai", "Invalid soundId {} used in DoPlaySoundToSet (Source: {})", soundId, source->GetGUID().ToString());
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return;
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}
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@@ -372,7 +372,7 @@ void ScriptedAI::DoResetThreat()
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{
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if (!me->CanHaveThreatList() || me->getThreatMgr().isThreatListEmpty())
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{
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LOG_ERROR("entities.unit.ai", "DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
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LOG_ERROR("entities.unit.ai", "DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = {})", me->GetEntry());
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return;
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}
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@@ -401,8 +401,8 @@ void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o
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if (Player* player = unit->ToPlayer())
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player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
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else
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LOG_ERROR("entities.unit.ai", "Creature %s Tried to teleport non-player unit %s to x: %f y:%f z: %f o: %f. Aborted.",
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me->GetGUID().ToString().c_str(), unit->GetGUID().ToString().c_str(), x, y, z, o);
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LOG_ERROR("entities.unit.ai", "Creature {} Tried to teleport non-player unit {} to x: {} y:{} z: {} o: {}. Aborted.",
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me->GetGUID().ToString(), unit->GetGUID().ToString(), x, y, z, o);
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}
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void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
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@@ -451,13 +451,13 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
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{
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if (me->GetVictim())
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{
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LOG_ERROR("entities.unit.ai", "ERROR: EscortAI (script: %s, creature entry: %u) attempts to Start while in combat", me->GetScriptName().c_str(), me->GetEntry());
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LOG_ERROR("entities.unit.ai", "ERROR: EscortAI (script: {}, creature entry: {}) attempts to Start while in combat", me->GetScriptName(), me->GetEntry());
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return;
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}
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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LOG_ERROR("entities.unit.ai", "EscortAI (script: %s, creature entry: %u) attempts to Start while already escorting", me->GetScriptName().c_str(), me->GetEntry());
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LOG_ERROR("entities.unit.ai", "EscortAI (script: {}, creature entry: {}) attempts to Start while already escorting", me->GetScriptName(), me->GetEntry());
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return;
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}
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@@ -470,8 +470,8 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
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if (WaypointList.empty())
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{
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LOG_ERROR("sql.sql", "EscortAI (script: %s, creature entry: %u) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).",
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me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
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LOG_ERROR("sql.sql", "EscortAI (script: {}, creature entry: {}) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {}).",
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me->GetScriptName(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
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return;
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}
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@@ -503,8 +503,8 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
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}
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LOG_DEBUG("scripts.ai", "EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %s",
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uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID.ToString().c_str());
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LOG_DEBUG("scripts.ai", "EscortAI started with {} waypoints. ActiveAttacker = {}, Run = {}, PlayerGUID = {}",
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uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID.ToString());
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CurrentWP = WaypointList.begin();
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@@ -299,7 +299,7 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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LOG_DEBUG("scripts.ai", "FollowerAI start follow %s (%s)", player->GetName().c_str(), m_uiLeaderGUID.ToString().c_str());
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LOG_DEBUG("scripts.ai", "FollowerAI start follow {} ({})", player->GetName(), m_uiLeaderGUID.ToString());
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}
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Player* FollowerAI::GetLeaderForFollower()
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