From b136e65cf9375700e77579b344f8dd86a5a61336 Mon Sep 17 00:00:00 2001 From: Patric Stout Date: Wed, 12 May 2021 16:34:02 +0200 Subject: 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 --- src/network/network_client.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/network/network_client.cpp') diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 501449705..34746e935 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -136,7 +136,7 @@ void ClientNetworkEmergencySave() if (!_networking) return; const char *filename = "netsave.sav"; - DEBUG(net, 0, "Client: Performing emergency save (%s)", filename); + DEBUG(net, 3, "Performing emergency save: %s", filename); SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false); } @@ -172,7 +172,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta */ if (this->sock == INVALID_SOCKET) return status; - DEBUG(net, 1, "Closed client connection %d", this->client_id); + DEBUG(net, 3, "Closed client connection %d", this->client_id); this->SendPackets(true); @@ -286,7 +286,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) #endif ShowNetworkError(STR_NETWORK_ERROR_DESYNC); DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract); - DEBUG(net, 0, "Sync error detected!"); + DEBUG(net, 0, "Sync error detected"); my_client->ClientError(NETWORK_RECV_STATUS_DESYNC); return false; } @@ -301,7 +301,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) _sync_frame = 0; } else if (_sync_frame < _frame_counter) { - DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter); + DEBUG(net, 1, "Missed frame for sync-test: %d / %d", _sync_frame, _frame_counter); _sync_frame = 0; } } @@ -978,13 +978,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p /* Receive the token. */ if (p->CanReadFromPacket(sizeof(uint8))) this->token = p->Recv_uint8(); - DEBUG(net, 5, "Received FRAME %d", _frame_counter_server); + DEBUG(net, 7, "Received FRAME %d", _frame_counter_server); /* Let the server know that we received this frame correctly * We do this only once per day, to save some bandwidth ;) */ if (!_network_first_time && last_ack_frame < _frame_counter) { last_ack_frame = _frame_counter + DAY_TICKS; - DEBUG(net, 4, "Sent ACK at %d", _frame_counter); + DEBUG(net, 7, "Sent ACK at %d", _frame_counter); SendAck(); } @@ -1100,7 +1100,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING); delete ci; } else { - DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id); + DEBUG(net, 1, "Unknown client (%d) is leaving the game", client_id); } InvalidateWindowData(WC_CLIENT_LIST, 0); @@ -1180,7 +1180,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) if (client_id == 0) { /* definitely an invalid client id, debug message and do nothing. */ - DEBUG(net, 0, "[move] received invalid client index = 0"); + DEBUG(net, 1, "Received invalid client index = 0"); return NETWORK_RECV_STATUS_MALFORMED_PACKET; } -- cgit v1.2.3-54-g00ecf