Core/Logging: Performance-related tweaks to logging system

All sLog->out* functions (except outCommand atm) are replaced with TC_LOG_* macros.
    Memleak fix
This commit is contained in:
Spp
2013-05-13 15:07:36 +02:00
parent 243c325ca4
commit d1677b2db0
240 changed files with 4580 additions and 4563 deletions

View File

@@ -166,7 +166,7 @@ void FollowerAI::EnterEvadeMode()
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI left combat, returning to CombatStartPosition.");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI left combat, returning to CombatStartPosition.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{
@@ -192,7 +192,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI is set completed, despawns.");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI is set completed, despawns.");
me->DespawnOrUnsummon();
return;
}
@@ -203,7 +203,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI is returning to leader.");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI is returning to leader.");
RemoveFollowState(STATE_FOLLOW_RETURNING);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
@@ -232,7 +232,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
if (bIsMaxRangeExceeded)
{
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI failed because player/group was to far away or not found");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI failed because player/group was to far away or not found");
me->DespawnOrUnsummon();
return;
}
@@ -275,13 +275,13 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
{
if (me->getVictim())
{
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI attempt to StartFollow while in combat.");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI attempt to StartFollow while in combat.");
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
sLog->outError(LOG_FILTER_TSCR, "FollowerAI attempt to StartFollow while already following.");
TC_LOG_ERROR(LOG_FILTER_TSCR, "FollowerAI attempt to StartFollow while already following.");
return;
}
@@ -297,7 +297,7 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
}
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
@@ -306,7 +306,7 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Qu
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI start follow %s (GUID " UI64FMTD ")", player->GetName().c_str(), m_uiLeaderGUID);
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI start follow %s (GUID " UI64FMTD ")", player->GetName().c_str(), m_uiLeaderGUID);
}
Player* FollowerAI::GetLeaderForFollower()
@@ -325,7 +325,7 @@ Player* FollowerAI::GetLeaderForFollower()
if (member && member->isAlive() && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
{
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI GetLeader changed and returned new leader.");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = member->GetGUID();
return member;
}
@@ -334,7 +334,7 @@ Player* FollowerAI::GetLeaderForFollower()
}
}
sLog->outDebug(LOG_FILTER_TSCR, "FollowerAI GetLeader can not find suitable leader.");
TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI GetLeader can not find suitable leader.");
return NULL;
}