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https://github.com/wesnoth/wesnoth
synced 2025-05-02 13:15:41 +00:00
some more logging improvements
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9773c5bba6
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@ -730,7 +730,7 @@ bool game::end_turn() {
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if (description_ == NULL) {
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return false;
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}
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description_->values["turn"] = describe_turns(turn, level()["turns"]);
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(*description_)["turn"] = describe_turns(turn, level_["turns"]);
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return true;
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}
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@ -821,6 +821,9 @@ bool game::remove_player(const network::connection player, const bool disconnect
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LOG_GAME << network::ip_address(user->first) << "\t" << user->second.name()
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<< (game_ended ? (started_ ? "\tended" : "\taborted") : "\thas left")
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<< " game:\t\"" << name_ << "\" (" << id_ << ")"
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<< (game_ended && started_ ? " at turn: "
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+ (description_ ? (*description_)["turn"] : "-/-")
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+ " with reason: '" + termination_reason() + "'" : "")
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<< (observer ? " as an observer" : "")
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<< (disconnect ? " and disconnected" : "")
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<< ". (socket: " << user->first << ")\n";
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@ -831,7 +834,7 @@ bool game::remove_player(const network::connection player, const bool disconnect
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if (observer) {
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//they're just an observer, so send them having quit to clients
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config observer_quit;
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observer_quit.add_child("observer_quit").values["name"] = user->second.name();
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observer_quit.add_child("observer_quit")["name"] = user->second.name();
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send_data(observer_quit);
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} else {
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const config& msg = construct_server_message(user->second.name()
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@ -1147,7 +1147,11 @@ void server::process_data_game(const network::connection sock, const config& dat
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|| (g->is_owner(sock) && !g->started())) {
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LOG_SERVER << network::ip_address(sock) << "\t" << pl->second.name()
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<< (g->started() ? "\tended game:\t\"" : "\taborted game:\t\"")
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<< g->name() << "\" (" << g->id() << ").\n";
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<< g->name() << "\" (" << g->id() << ")"
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<< (g->started() ? " at turn: "
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+ (g->description() ? (*g->description())["turn"] : "-/-")
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+ " with reason: '" + g->termination_reason() + "'" : "")
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<< ".\n";
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// Remove the player in delete_game() with all other remaining
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// ones so he gets the updated gamelist.
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delete_game(g);
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@ -1227,6 +1231,12 @@ void server::process_data_game(const network::connection sock, const config& dat
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const config& info = *data.child("info");
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if (info["type"] == "termination") {
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g->set_termination_reason(info["condition"]);
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if (info["condition"] == "out of sync") {
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// May be too noisy..
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LOG_SERVER << network::ip_address(sock) << pl->second.name()
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<< "\treports an out of sync error in game:\t\""
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<< g->name() << "\" (" << g->id() << ").\n";
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}
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}
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return;
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} else if (data.child("turn")) {
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