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
This commit is contained in:
Kargatum
2022-01-27 22:44:41 +07:00
committed by GitHub
parent 5228d29379
commit 5969df4e30
211 changed files with 3689 additions and 3842 deletions

View File

@@ -70,7 +70,7 @@ void BattlegroundAV::HandleKillPlayer(Player* player, Player* killer)
void BattlegroundAV::HandleKillUnit(Creature* unit, Player* killer)
{
LOG_DEBUG("bg.battleground", "bg_av HandleKillUnit %i", unit->GetEntry());
LOG_DEBUG("bg.battleground", "bg_av HandleKillUnit {}", unit->GetEntry());
if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint32 entry = unit->GetEntry();
@@ -151,7 +151,7 @@ void BattlegroundAV::HandleQuestComplete(uint32 questid, Player* player)
return;//maybe we should log this, cause this must be a cheater or a big bug
TeamId teamId = player->GetTeamId();
//TODO add reputation, events (including quest not available anymore, next quest availabe, go/npc de/spawning)and maybe honor
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed", questid);
switch (questid)
{
case AV_QUEST_A_SCRAPS1:
@@ -161,7 +161,7 @@ void BattlegroundAV::HandleQuestComplete(uint32 questid, Player* player)
m_Team_QuestStatus[teamId][0] += 20;
if (m_Team_QuestStatus[teamId][0] == 500 || m_Team_QuestStatus[teamId][0] == 1000 || m_Team_QuestStatus[teamId][0] == 1500) //25, 50, 75 turn ins
{
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed starting with unit upgrading..", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed starting with unit upgrading..", questid);
for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
if (m_Nodes[i].OwnerId == player->GetTeamId() && m_Nodes[i].State == POINT_CONTROLED)
{
@@ -176,21 +176,21 @@ void BattlegroundAV::HandleQuestComplete(uint32 questid, Player* player)
m_Team_QuestStatus[teamId][1]++;
RewardReputationToTeam(teamId, 1, teamId);
if (m_Team_QuestStatus[teamId][1] == 30)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
break;
case AV_QUEST_A_COMMANDER2:
case AV_QUEST_H_COMMANDER2:
m_Team_QuestStatus[teamId][2]++;
RewardReputationToTeam(teamId, 1, teamId);
if (m_Team_QuestStatus[teamId][2] == 60)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
break;
case AV_QUEST_A_COMMANDER3:
case AV_QUEST_H_COMMANDER3:
m_Team_QuestStatus[teamId][3]++;
RewardReputationToTeam(teamId, 1, teamId);
if (m_Team_QuestStatus[teamId][3] == 120)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
break;
case AV_QUEST_A_BOSS1:
case AV_QUEST_H_BOSS1:
@@ -200,17 +200,17 @@ void BattlegroundAV::HandleQuestComplete(uint32 questid, Player* player)
case AV_QUEST_H_BOSS2:
m_Team_QuestStatus[teamId][4]++;
if (m_Team_QuestStatus[teamId][4] >= 200)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
break;
case AV_QUEST_A_NEAR_MINE:
case AV_QUEST_H_NEAR_MINE:
m_Team_QuestStatus[teamId][5]++;
if (m_Team_QuestStatus[teamId][5] == 28)
{
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamId][6] == 7)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here - ground assault ready", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here - ground assault ready", questid);
}
break;
case AV_QUEST_A_OTHER_MINE:
@@ -218,10 +218,10 @@ void BattlegroundAV::HandleQuestComplete(uint32 questid, Player* player)
m_Team_QuestStatus[teamId][6]++;
if (m_Team_QuestStatus[teamId][6] == 7)
{
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamId][5] == 20)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here - ground assault ready", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here - ground assault ready", questid);
}
break;
case AV_QUEST_A_RIDER_HIDE:
@@ -229,10 +229,10 @@ void BattlegroundAV::HandleQuestComplete(uint32 questid, Player* player)
m_Team_QuestStatus[teamId][7]++;
if (m_Team_QuestStatus[teamId][7] == 25)
{
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamId][8] == 25)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here - rider assault ready", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here - rider assault ready", questid);
}
break;
case AV_QUEST_A_RIDER_TAME:
@@ -240,14 +240,14 @@ void BattlegroundAV::HandleQuestComplete(uint32 questid, Player* player)
m_Team_QuestStatus[teamId][8]++;
if (m_Team_QuestStatus[teamId][8] == 25)
{
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamId][7] == 25)
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed (need to implement some events here - rider assault ready", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed (need to implement some events here - rider assault ready", questid);
}
break;
default:
LOG_DEBUG("bg.battleground", "BG_AV Quest %i completed but is not interesting at all", questid);
LOG_DEBUG("bg.battleground", "BG_AV Quest {} completed but is not interesting at all", questid);
return; //was no interesting quest at all
break;
}
@@ -584,7 +584,7 @@ void BattlegroundAV::UpdatePlayerScore(Player* player, uint32 type, uint32 value
void BattlegroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
{
uint32 object = GetObjectThroughNode(node);
LOG_DEBUG("bg.battleground", "bg_av: player destroyed point node %i object %i", node, object);
LOG_DEBUG("bg.battleground", "bg_av: player destroyed point node {} object {}", node, object);
//despawn banner
SpawnBGObject(object, RESPAWN_ONE_DAY);
@@ -599,7 +599,7 @@ void BattlegroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
if (BgCreatures[AV_CPLACE_A_MARSHAL_SOUTH + tmp])
DelCreature(AV_CPLACE_A_MARSHAL_SOUTH + tmp);
else
LOG_ERROR("bg.battleground", "BG_AV: playerdestroyedpoint: marshal %i doesn't exist", AV_CPLACE_A_MARSHAL_SOUTH + tmp);
LOG_ERROR("bg.battleground", "BG_AV: playerdestroyedpoint: marshal {} doesn't exist", AV_CPLACE_A_MARSHAL_SOUTH + tmp);
//spawn destroyed aura
for (uint8 i = 0; i <= 9; i++)
SpawnBGObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH + i + (tmp * 10), RESPAWN_IMMEDIATELY);
@@ -657,7 +657,7 @@ void BattlegroundAV::ChangeMineOwner(uint8 mine, TeamId teamId, bool initial)
if (!initial)
{
LOG_DEBUG("bg.battleground", "bg_av depopulating mine %i (0=north, 1=south)", mine);
LOG_DEBUG("bg.battleground", "bg_av depopulating mine {} (0=north, 1=south)", mine);
if (mine == AV_SOUTH_MINE)
for (uint16 i = AV_CPLACE_MINE_S_S_MIN; i <= AV_CPLACE_MINE_S_S_MAX; i++)
if (BgCreatures[i])
@@ -668,7 +668,7 @@ void BattlegroundAV::ChangeMineOwner(uint8 mine, TeamId teamId, bool initial)
}
SendMineWorldStates(mine);
LOG_DEBUG("bg.battleground", "bg_av populating mine %i (0=north, 1=south)", mine);
LOG_DEBUG("bg.battleground", "bg_av populating mine {} (0=north, 1=south)", mine);
uint16 miner;
//also neutral team exists.. after a big time, the neutral team tries to conquer the mine
if (mine == AV_NORTH_MINE)
@@ -758,7 +758,7 @@ void BattlegroundAV::PopulateNode(BG_AV_Nodes node)
if (BgCreatures[node])
DelCreature(node);
if (!AddSpiritGuide(node, BG_AV_CreaturePos[node][0], BG_AV_CreaturePos[node][1], BG_AV_CreaturePos[node][2], BG_AV_CreaturePos[node][3], ownerId))
LOG_ERROR("bg.battleground", "AV: couldn't spawn spiritguide at node %i", node);
LOG_ERROR("bg.battleground", "AV: couldn't spawn spiritguide at node {}", node);
}
for (uint8 i = 0; i < 4; i++)
AddAVCreature(creatureid, c_place + i);
@@ -814,7 +814,7 @@ void BattlegroundAV::DePopulateNode(BG_AV_Nodes node, bool ignoreSpiritGuide)
BG_AV_Nodes BattlegroundAV::GetNodeThroughObject(uint32 object)
{
LOG_DEBUG("bg.battleground", "bg_AV getnodethroughobject %i", object);
LOG_DEBUG("bg.battleground", "bg_AV getnodethroughobject {}", object);
if (object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER)
return BG_AV_Nodes(object);
if (object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_HUT)
@@ -837,7 +837,7 @@ BG_AV_Nodes BattlegroundAV::GetNodeThroughObject(uint32 object)
uint32 BattlegroundAV::GetObjectThroughNode(BG_AV_Nodes node)
{
//this function is the counterpart to GetNodeThroughObject()
LOG_DEBUG("bg.battleground", "bg_AV GetObjectThroughNode %i", node);
LOG_DEBUG("bg.battleground", "bg_AV GetObjectThroughNode {}", node);
if (m_Nodes[node].OwnerId == TEAM_ALLIANCE)
{
if (m_Nodes[node].State == POINT_ASSAULTED)
@@ -868,7 +868,7 @@ uint32 BattlegroundAV::GetObjectThroughNode(BG_AV_Nodes node)
}
else if (m_Nodes[node].OwnerId == TEAM_NEUTRAL)
return BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE;
LOG_ERROR("bg.battleground", "BattlegroundAV: Error! GetPlaceNode couldn't resolve node %i", node);
LOG_ERROR("bg.battleground", "BattlegroundAV: Error! GetPlaceNode couldn't resolve node {}", node);
ABORT();
return 0;
}
@@ -919,10 +919,10 @@ void BattlegroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
EventPlayerAssaultsPoint(player, object);
return;
}
LOG_DEBUG("bg.battleground", "player defends point object: %i node: %i", object, node);
LOG_DEBUG("bg.battleground", "player defends point object: {} node: {}", object, node);
if (m_Nodes[node].PrevOwnerId != teamId)
{
LOG_ERROR("bg.battleground", "BG_AV: player defends point which doesn't belong to his team %i", node);
LOG_ERROR("bg.battleground", "BG_AV: player defends point which doesn't belong to his team {}", node);
return;
}
@@ -981,7 +981,7 @@ void BattlegroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
BG_AV_Nodes node = GetNodeThroughObject(object);
TeamId prevOwnerId = m_Nodes[node].OwnerId;
TeamId teamId = player->GetTeamId();
LOG_DEBUG("bg.battleground", "bg_av: player assaults point object %i node %i", object, node);
LOG_DEBUG("bg.battleground", "bg_av: player assaults point object {} node {}", object, node);
if (prevOwnerId == teamId || teamId == m_Nodes[node].TotalOwnerId)
return; //surely a gm used this object
@@ -1144,7 +1144,7 @@ uint8 BattlegroundAV::GetWorldStateType(uint8 state, TeamId teamId) //this is us
if (state == POINT_ASSAULTED)
return 3;
}
LOG_ERROR("bg.battleground", "BG_AV: should update a strange worldstate state:%i team:%i", state, teamId);
LOG_ERROR("bg.battleground", "BG_AV: should update a strange worldstate state:{} team:{}", state, teamId);
return 5; //this will crash the game, but i want to know if something is wrong here
}
@@ -1257,7 +1257,7 @@ bool BattlegroundAV::SetupBattleground()
{
if (!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH + ((i - BG_AV_NODES_DUNBALDAR_SOUTH) * 10) + j, BG_AV_OBJECTID_FIRE, BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH + ((i - BG_AV_NODES_DUNBALDAR_SOUTH) * 10) + j][0], BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH + ((i - BG_AV_NODES_DUNBALDAR_SOUTH) * 10) + j][1], BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH + ((i - BG_AV_NODES_DUNBALDAR_SOUTH) * 10) + j][2], BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH + ((i - BG_AV_NODES_DUNBALDAR_SOUTH) * 10) + j][3], 0, 0, std::sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH + ((i - BG_AV_NODES_DUNBALDAR_SOUTH) * 10) + j][3] / 2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH + ((i - BG_AV_NODES_DUNBALDAR_SOUTH) * 10) + j][3] / 2), RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!5.%i", i);
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!5.{}", i);
return false;
}
}
@@ -1271,7 +1271,7 @@ bool BattlegroundAV::SetupBattleground()
{
if (!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE + (i * 10) + j, BG_AV_OBJECTID_SMOKE, BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][0], BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][1], BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][2], BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][3], 0, 0, std::sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][3] / 2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][3] / 2), RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!6.%i", i);
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!6.{}", i);
return false;
}
}
@@ -1279,7 +1279,7 @@ bool BattlegroundAV::SetupBattleground()
{
if (!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE + (i * 10) + j, BG_AV_OBJECTID_FIRE, BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][0], BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][1], BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][2], BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][3], 0, 0, std::sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][3] / 2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A + (i * 10) + j][3] / 2), RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!7.%i", i);
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!7.{}", i);
return false;
}
}
@@ -1289,7 +1289,7 @@ bool BattlegroundAV::SetupBattleground()
{
if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN + i, BG_AV_OBJECTID_MINE_N, BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN + i][0], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN + i][1], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN + i][2], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN + i][3], 0, 0, std::sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN + i][3] / 2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN + i][3] / 2), RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some mine supplies Battleground not created!7.5.%i", i);
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some mine supplies Battleground not created!7.5.{}", i);
return false;
}
}
@@ -1297,7 +1297,7 @@ bool BattlegroundAV::SetupBattleground()
{
if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN + i, BG_AV_OBJECTID_MINE_S, BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN + i][0], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN + i][1], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN + i][2], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN + i][3], 0, 0, std::sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN + i][3] / 2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN + i][3] / 2), RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some mine supplies Battleground not created!7.6.%i", i);
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some mine supplies Battleground not created!7.6.{}", i);
return false;
}
}
@@ -1314,7 +1314,7 @@ bool BattlegroundAV::SetupBattleground()
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_H + i, BG_AV_OBJECTID_SNOWFALL_CANDY_H, BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][0], BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][1], BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][2], BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][3], 0, 0, std::sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][3] / 2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][3] / 2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PH + i, BG_AV_OBJECTID_SNOWFALL_CANDY_PH, BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][0], BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][1], BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][2], BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][3], 0, 0, std::sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][3] / 2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1 + i][3] / 2), RESPAWN_ONE_DAY))
{
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!9.%i", i);
LOG_ERROR("bg.battleground", "BatteGroundAV: Failed to spawn some object Battleground not created!9.{}", i);
return false;
}
}
@@ -1455,7 +1455,7 @@ char const* BattlegroundAV::GetNodeName(BG_AV_Nodes node)
case BG_AV_NODES_FROSTWOLF_HUT:
return GetAcoreString(LANG_BG_AV_NODE_GRAVE_FROST_HUT);
default:
LOG_ERROR("bg.battleground", "tried to get name for node %u", node);
LOG_ERROR("bg.battleground", "tried to get name for node {}", node);
break;
}