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author | Patric Stout <truebrain@openttd.org> | 2021-05-12 16:34:02 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-05-12 16:34:02 +0200 |
commit | b136e65cf9375700e77579b344f8dd86a5a61336 (patch) | |
tree | 829083df6b7c2f86a2e70eba91bc5e88230a8586 /src/openttd.cpp | |
parent | 56050fc96f59cef171d3b8a03ae3f3c9b83f9426 (diff) | |
download | openttd-b136e65cf9375700e77579b344f8dd86a5a61336.tar.xz |
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
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r-- | src/openttd.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp index ea802b3db..785ba80dd 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -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; } |