clean up Server/Client log output a bit new_graphics
authorTero Marttila <terom@fixme.fi>
Thu, 22 Jan 2009 02:56:50 +0200
branchnew_graphics
changeset 420 278020dcd9b7
parent 419 9cd4e54693b6
child 421 b5b9d2aafdcb
clean up Server/Client log output a bit
src/Network/Client.cc
src/Network/Server.cc
--- a/src/Network/Client.cc	Thu Jan 22 02:47:53 2009 +0200
+++ b/src/Network/Client.cc	Thu Jan 22 02:56:50 2009 +0200
@@ -13,8 +13,12 @@
 NetworkClientConnect::NetworkClientConnect (Engine &engine, const NetworkEndpoint &connect_to) :
     engine(engine), netsession(NETWORK_MAGIC_ID)
 {
+    Engine::log(INFO, "net.client") << "Connecting to server: " << connect_to;
+
     // connect NetworkSession to get server node (this is still blocking)
     server = netsession.connect(connect_to);
+
+    Engine::log(INFO, "net.client") << "Connected, receiving game data";
     
     // connect slots
     slots.connect(netsession.sig_chan_message(NETCHAN_TERRAIN_ARRAY), this, &NetworkClientConnect::on_terrain_array);
@@ -59,6 +63,8 @@
     // pass Terrain to engine to create game
     GameState &gs = engine.onNetworkClientConnected(terrain);
 
+    Engine::log(INFO, "net.client") << "Got game data, creating player";
+
     // create our new NetworkClient object
     client = new NetworkClient(engine, gs, netsession, server);
 }
@@ -116,20 +122,22 @@
     // read the packet
     Vector position = pkt.read_vector();
     
-    Engine::log(INFO, "client.on_server_hello") << this << ": pos=" << position;
+    Engine::log(DEBUG, "client.on_server_hello") << this << ": pos=" << position;
 
     // create the LocalPlayer object
     NetworkClientLocalPlayer *player = new NetworkClientLocalPlayer(client, obj_id, position);
 
     // pass it on to engine
     client.engine.onNetworkClientPlayer(player);
+
+    Engine::log(INFO, "net.client") << "Joined server: " << player;
 }
         
 void NetworkClientController::on_player_info (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
     // read the packet
     Vector position = pkt.read_vector();
     
-    Engine::log(INFO, "client.on_player_info") << this << ": pos=" << position;
+    Engine::log(DEBUG, "client.on_player_info") << this << ": pos=" << position;
 
     // create the LocalPlayer object
     new NetworkClientRemotePlayer(client, obj_id, position);
@@ -139,10 +147,12 @@
     // read the packet
     Vector position = pkt.read_vector();
     
-    Engine::log(INFO, "client.on_player_join") << this << ": pos=" << position;
+    Engine::log(DEBUG, "client.on_player_join") << this << ": pos=" << position;
     
     // create the RemotePlayer object
-    new NetworkClientRemotePlayer(client, obj_id, position);
+    NetworkClientRemotePlayer *player = new NetworkClientRemotePlayer(client, obj_id, position);
+
+    Engine::log(INFO, "net.client") << "Player joined: " << player;
 }
         
 void NetworkClientController::on_projectile_player_fired (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
@@ -167,7 +177,7 @@
         Engine::log(ERROR, "client.on_projectile_player_fired") << this << ": Unknown weapon id: player=" << player << ", weapon_id=" << weapon_id;
     }
 
-    Engine::log(INFO, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon;
+    Engine::log(DEBUG, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon;
 
     // create the NetworkClientPorjectile object
     new NetworkClientProjectile(client, obj_id, player, position, velocity, weapon);
@@ -224,7 +234,7 @@
     int flags = pkt.read_uint8();
     float aim = pkt.read_float32();
 
-//    Engine::log(INFO, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]";
+//    Engine::log(DEBUG, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]";
     
     // just update... 
     updatePhysics(position, velocity, 
@@ -238,7 +248,7 @@
     Vector position = pkt.read_vector();
     float radius = pkt.read_float32();
 
-    Engine::log(INFO, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius;
+    Engine::log(DEBUG, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius;
     
     // just update... 
     handleDig(position, radius);
@@ -247,7 +257,7 @@
 void NetworkClientPlayerBase::on_weapon_change (NetworkPacketInput &pkt) {
     uint8_t weapon_index = pkt.read_uint8();
 
-    Engine::log(INFO, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index;
+    Engine::log(DEBUG, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index;
 
     handleChangeWeapon(weapon_index);
 }
@@ -257,7 +267,7 @@
     Vector velocity = pkt.read_vector();
     float length = pkt.read_float32();
 
-    Engine::log(INFO, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length;
+    Engine::log(DEBUG, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length;
 
     rope.updateState(ROPE_FLYING, position, velocity, length, NULL);
 }
@@ -274,7 +284,7 @@
         return;
     }
     
-    Engine::log(INFO, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length 
+    Engine::log(DEBUG, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length 
         << ", player=" << player;
 
     rope.updateState(ROPE_FIXED, position, Vector(0, 0), length, player);
@@ -283,7 +293,7 @@
 void NetworkClientPlayerBase::on_rope_released (NetworkPacketInput &pkt) {
     (void) pkt;
 
-    Engine::log(INFO, "client_player.on_rope_released") << this;
+    Engine::log(DEBUG, "client_player.on_rope_released") << this;
     
     // use rope.getPosition() instead of e.g. Vector(0, 0) because it will collide there...
     rope.updateState(ROPE_FOLDED, rope.getPosition(), Vector(0, 0), 0, NULL);
@@ -292,7 +302,7 @@
 void NetworkClientPlayerBase::on_rope_length (NetworkPacketInput &pkt) {
     float length = pkt.read_float32();
     
-    Engine::log(INFO, "client_player.on_rope_length") << this << ": length=" << length;
+    Engine::log(DEBUG, "client_player.on_rope_length") << this << ": length=" << length;
 
     rope.updateLength(length);
 }
@@ -301,7 +311,7 @@
     // read packet
     Vector position = pkt.read_vector();
 
-    Engine::log(INFO, "client_player.on_spawn") << this << ": position=" << position;
+    Engine::log(DEBUG, "client_player.on_spawn") << this << ": position=" << position;
     
     // super
     Player::spawn(position);
@@ -310,7 +320,7 @@
 void NetworkClientPlayerBase::on_die (NetworkPacketInput &pkt) {
     (void) pkt;
 
-    Engine::log(INFO, "client_player.on_die") << this;
+    Engine::log(DEBUG, "client_player.on_die") << this;
 
     // super, but don't start the respawn_timer
     Player::die(false);
@@ -353,7 +363,7 @@
     // pkt is empty
     (void) pkt;
 
-    Engine::log(INFO, "client_player.on_quit") << this;
+    Engine::log(INFO, "net.client") << "Player quit: " << this;
 
     client.player_quit(this);
 
@@ -394,7 +404,7 @@
     Vector position = pkt.read_vector();
     uint8_t flags = pkt.read_uint8();
 
-    Engine::log(INFO, "client_projectile.on_destroy") << this << ": position=" << position << ", flags=" << flags;
+    Engine::log(DEBUG, "client_projectile.on_destroy") << this << ": position=" << position << ", flags=" << flags;
     
     // pass on to super
     Projectile::onDestroy(position, flags & NETWORK_PROJECTILE_REMOVE_GROUND);
@@ -412,7 +422,7 @@
         return;
     }
     
-    Engine::log(INFO, "client_projectile.hit_player") << this << ": player=" << player;
+    Engine::log(DEBUG, "client_projectile.hit_player") << this << ": player=" << player;
     
     // pass on to super
     Projectile::onHitPlayer(player);
--- a/src/Network/Server.cc	Thu Jan 22 02:47:53 2009 +0200
+++ b/src/Network/Server.cc	Thu Jan 22 02:56:50 2009 +0200
@@ -16,10 +16,12 @@
     // and then we listen
     netsession.listen(listen_addr);
 
-    Engine::log(INFO, "server") << "running, listen_addr=" << listen_addr;
+    Engine::log(INFO, "net.server") << "Listening on interface: " << listen_addr;
 }
 
 void NetworkServer::on_node_connected (NetworkNode *node) {
+    Engine::log(INFO, "net.server") << "Client connected, sending terrain data: " << node->getRemoteAddress();
+
     // send the terrain data
     send_terrain_data(node);
 
@@ -28,7 +30,6 @@
 
     // add to players
     players.push_back(player);
-
 }
  
 void NetworkServer::send_terrain_data (NetworkNode *node) {
@@ -90,9 +91,6 @@
 NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, NetworkNode *node) : 
     Player(server.state, Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y), true), NetworkServerObject(server), node(node) 
 {
-    // log
-    Engine::log(INFO, "server_player.connected") << this << ": node=" << node;
-
     // messages
     slots.connect(node->sig_disconnected(), this, &NetworkServerPlayer::on_disconnected);
     slots.connect(this->sig_message(NETMSG_CLIENT_INPUT), this, &NetworkServerPlayer::on_input);
@@ -123,6 +121,8 @@
 
     // broadcast NETMSG_PLAYER_JOIN to all clients except current
     this->send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true);
+
+    Engine::log(INFO, "net.server") << "Player joined: " << this << " from " << node->getRemoteAddress();
 }
 
 void NetworkServerPlayer::handleDig (Vector position, float radius) {
@@ -131,7 +131,7 @@
     pkt.write_vector(position);
     pkt.write_float32(radius);
 
-    Engine::log(INFO, "server_player.handle_dig") << "position=" << position << ", radius=" << radius;
+    Engine::log(DEBUG, "server_player.handle_dig") << "position=" << position << ", radius=" << radius;
     
     // tell everyone... make this reliable... 
     this->send_all(NETMSG_PLAYER_DIG, pkt, true);
@@ -141,7 +141,7 @@
 }
 
 void NetworkServerPlayer::handleFireWeapon (Weapon *weapon, Vector position, Vector velocity) {
-    Engine::log(INFO, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity;
+    Engine::log(DEBUG, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity;
 
     // create new NetworkServerProjectile object
     new NetworkServerProjectile(server, this, position, velocity, weapon);
@@ -153,7 +153,7 @@
 void NetworkServerPlayer::handleChangeWeapon (unsigned int weaponIndex) {
     NetworkPacket pkt;
 
-    Engine::log(INFO, "server_player.change_weapon") << "weaponIndex=" << weaponIndex;
+    Engine::log(DEBUG, "server_player.change_weapon") << "weaponIndex=" << weaponIndex;
     
     // write packet
     pkt.write_uint8(weaponIndex);
@@ -168,7 +168,7 @@
 void NetworkServerPlayer::handleRopeState (RopeState state) {
     NetworkPacket pkt; 
 
-    Engine::log(INFO, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer();
+    Engine::log(DEBUG, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer();
 
     switch (state) {
     case ROPE_FLYING:
@@ -216,7 +216,7 @@
     // write packet
     pkt.write_vector(position);
 
-    Engine::log(INFO, "server_player.spawn") << this << ": position=" << position;
+    Engine::log(DEBUG, "server_player.spawn") << this << ": position=" << position;
     
     // send
     send_all(NETMSG_PLAYER_SPAWN, pkt, true);
@@ -228,7 +228,7 @@
 void NetworkServerPlayer::die (bool start_timer) {
     NetworkPacket pkt;
 
-    Engine::log(INFO, "server_player.die") << this;
+    Engine::log(DEBUG, "server_player.die") << this;
     
     // send
     send_all(NETMSG_PLAYER_DIE, pkt, true);
@@ -240,7 +240,7 @@
 void NetworkServerPlayer::on_disconnected (void) {
     NetworkPacket pkt;
     
-    Engine::log(INFO, "server_player.disconnected") << this << ": node=" << node;
+    Engine::log(INFO, "net.server") << "Player disconnected: " << this;
     
     // remove from server
     server.handle_disconnect(this);
@@ -309,7 +309,7 @@
 void NetworkServerProjectile::onDestroy (Vector position, bool removeGround) {
     NetworkPacket pkt;
 
-    Engine::log(INFO, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround;
+    Engine::log(DEBUG, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround;
     
     pkt.write_vector(position);
     pkt.write_uint8(removeGround ? NETWORK_PROJECTILE_REMOVE_GROUND : 0);
@@ -329,7 +329,7 @@
     if (player == NULL) 
         throw Error("NetworkServerProjectile::onHitPlayer called with non-NetworkServerPlayer player");
     
-    Engine::log(INFO, "server_projectile.hit_player") << this << ": player=" << player;
+    Engine::log(DEBUG, "server_projectile.hit_player") << this << ": player=" << player;
     
     // write packet
     controller.write_object(pkt, player);