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2011-10-19Have one place where the Logger is initializedThorbjørn Lindeijer1-1/+16
log_accountToStandardOutput and log_gameToStandardOutput have been merged together as log_toStandardOutput. Reviewed-by: Yohann Ferreira
2011-03-17Micro-optimizations related to std::stringThorbjørn Lindeijer1-3/+3
* Rely on the fact that a std::string is empty by default * Use std::string::empty() rather than comparing to "" * Construct with std::string() rather than from "" Reviewed-by: Bertram
2011-01-26Add an heartbeat time flag in the statistics file.Yohann Ferreira1-56/+1
This way, any kind of external service can know about the running state of each servers, even if only the account server is updating the statistics because: 1. When the account server is running, each <gameserver> tag is a running game server. Otherwise, it's not listed. 2. Whenever the account server stops running, the stat file isn't updated anymore and so the <heartbeat> tag isn't. 3. Game servers without any contact with an account server will try to reconnect to the account server and kick out every players so they aren't considered as running in that case. Reviewed-by: Crush. Resolves: Mana-mantis #270.
2010-11-14Finally fix the logPerDay log option.Yohann Ferreira1-6/+17
The static std::string date variable had two nasty problems. Would it have been static or be named 'date', and it would have not worked right. I also made the logger add the proper date on the archived log when changing the current day. Resolved: TMW-Mantis #530. Reviewed-by: Jaxad0127.
2010-11-14Renamed .hpp files into .h for consistency.Yohann Ferreira1-2/+2
Also added an header to the autoattack.{h,cpp} files. Big but trivial fix.
2010-10-20Fixed the append behaviour of logger::setLogFile().Yohann Ferreira1-1/+2
Also made both servers appends on the main log at start if they aren't empty. This permits not to lose the previous logs when quicky restarting the servers. Trivial fix.
2010-10-14Hopefully fix the logging rotation this time.Yohann Ferreira1-23/+23
Added an extension to the ResMan::exist() function in order to get file existence even not in search path. Reviewed-by: CodyMartin.
2010-09-29Add log file rotation support based on ExceptionFault's work.Yohann Ferreira1-18/+136
This patch adds options to enable log rotations base on files size and or change of date. Note: Zip support will be added in a second commit. Reviewed-by: CodyMartin, Thorbjorn.
2010-07-10New attribute system and major changes to many low-level areas.Freeyorp1-0/+6
Attribute system: Structure is no longer completely hardcoded. Attributes and structure is defined by new xml file (defaulting to stats.xml) Structure defines non-base modifications to an attribute, to be used by modifiers from items, effects, etc. Calculating the base value for core attributes is still done in C++ (and for such fundamental elements the only reason I can think of to do it any other way is perhaps being able to quickly change scripts without a compile could be useful for testing, but such things are a low priority anyway) Item structure: Modifiers are now through triggers rather than single events. This also removes hardcoded types - an item could be both able to be equipped and be able to be activated. Item activation no longer consumes by default, this must be specified by the property <consumes /> inside the trigger. Currently only attribute modifications, autoattacks, and consumes are defined as effects, but stubs for others do exist. Autoattacks are currently non-functional, and this should be rectified with some urgency. Auto Attacks: AutoAttacks are now separate entities, though not fully complete, nor fully integrated with all beings yet. Integration with the Character class is urgent, integration with other Being children less so. When fully integrated this will allow for multiple autoattacks, through equipping multiple items with this as an equip effect or even through other means if needed. Equipment structure: As ItemClass types are no longer hardcoded, so too are equip types. An item have multiple ways to be equipped across multiple equipment slots with any number in each slot. Character maximums are global but configurable. Miscellaneous: Speed, money, and weight are now attributes. Some managers have been changed into classes such that their associated classes can have them as friends, to avoid (ab)use of public accessors. The serialise procedure should also be set as a friend of Character (both in the account- and game- server) as well; having public accessors returning iterators is simply ridiculous. Some start for such cleanups have been made, but this is not the primary focus here. Significant work will need to be done before this is resolved completely, but the start is there. BuySell::registerPlayerItems() has been completely disabled temporarily. The previous function iterated through equipment, yet in the context I think it is intended to fill items? I have been unable to update this function to fit the modifications made to the Inventory/Equipment/Possessions, as I am unsure what exactly what it should be doing. ItemClass::mSpriteId was previously unused, so had been removed, but I notice that it was used when transmitting equipment to nearby clients. Experimentation showed that this value was never set to anything other than 0, and so has been left out of the ItemManager rewrite. I am not entirely sure what is happening here, but it should be worth looking into at a later time, as I am not sure how equipment appearences would be sent otherwise.
2010-02-07Update Copyright date for Manaserv.Bertram1-1/+1
2010-01-29Rename enum elements to avoid clashing with macrosBernd Wachter1-2/+2
2009-12-06Fixed name of the project in copyright headersThorbjørn Lindeijer1-13/+13
Also updated the headers to refer to the GPL by URL instead of suggesting to contact the FSF by snail mail, as per the latest GPL usage instructions.
2009-04-26Standardize on the position of the const keywordBjørn Lindeijer1-5/+11
Same as for the client.
2008-11-16Got rid of CVS/Subversion $Id$ markersBjørn Lindeijer1-2/+0
2007-01-05Simplified handling of verbosity levels. Optimized code by generating only ↵Guillaume Melquiond1-218/+59
needed messages.
2006-07-27First step toward a restructured class hierarchy for world actors: addGuillaume Melquiond1-4/+0
MovingObject and Player classes.
2006-04-28Merged enet_switch changes r2268:2309 into the trunk.Eugenio Favalli1-3/+0
2006-03-06Cleaned up unnecessary header dependencies and fixed some indentations.Björn Steinbrink1-2/+1
2005-12-20Adding command line argument parsing and log verbosity level handling.Yohann Ferreira1-48/+63
2005-06-19Forgot to initalize member variables :PHuynh Tran1-0/+2
2005-06-19Added tee mode to Logger.Huynh Tran1-6/+71
2005-06-19Moved unit tests main from dal to src, rewrote Logger and added Cipher ↵Huynh Tran1-0/+215
(requires libcrypto from OpenSSL) + unit tests.