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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-04-14 12:59:54 +0200 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-05-05 22:51:32 +0200 |
commit | bb9a9b9b0f4ec7cc6a9ca3a6bd2dc35b0b6541e7 (patch) | |
tree | 503dcb475ece8e72e2fbef2e78e82b2a881e6d23 /src/game-server | |
parent | 05669aae551820f2183984d1c706d3a82eb37be6 (diff) | |
download | manaserv-bb9a9b9b0f4ec7cc6a9ca3a6bd2dc35b0b6541e7.tar.gz manaserv-bb9a9b9b0f4ec7cc6a9ca3a6bd2dc35b0b6541e7.tar.bz2 manaserv-bb9a9b9b0f4ec7cc6a9ca3a6bd2dc35b0b6541e7.tar.xz manaserv-bb9a9b9b0f4ec7cc6a9ca3a6bd2dc35b0b6541e7.zip |
Added debugging mode to the protocol
Allows inspection of message data. It is off by default since it consumes
additional bandwidth, but it can be turned on using the net_debugMode option
in manaserv.xml.
Currently the option only affects outgoing data for each host individually.
In particular, enabling this debug mode for the server does not automatically
make the client annotate its messages.
Reviewed-by: Erik Schilling
Diffstat (limited to 'src/game-server')
-rw-r--r-- | src/game-server/accountconnection.cpp | 2 | ||||
-rw-r--r-- | src/game-server/main-game.cpp | 3 |
2 files changed, 5 insertions, 0 deletions
diff --git a/src/game-server/accountconnection.cpp b/src/game-server/accountconnection.cpp index 3d37ea67..3b58e347 100644 --- a/src/game-server/accountconnection.cpp +++ b/src/game-server/accountconnection.cpp @@ -115,6 +115,8 @@ void AccountConnection::sendCharacterData(Character *p) void AccountConnection::processMessage(MessageIn &msg) { + LOG_DEBUG("Received message " << msg << " from account server"); + switch (msg.getId()) { case AGMSG_REGISTER_RESPONSE: diff --git a/src/game-server/main-game.cpp b/src/game-server/main-game.cpp index 647a74ef..406e7c5b 100644 --- a/src/game-server/main-game.cpp +++ b/src/game-server/main-game.cpp @@ -347,6 +347,9 @@ int main(int argc, char *argv[]) options.port); } + bool debugNetwork = Configuration::getBoolValue("net_debugMode", false); + MessageOut::setDebugModeEnabled(debugNetwork); + // Make an initial attempt to connect to the account server // Try again after longer and longer intervals when connection fails. bool isConnected = false; |