本文整理汇总了C++中Debug3函数的典型用法代码示例。如果您正苦于以下问题:C++ Debug3函数的具体用法?C++ Debug3怎么用?C++ Debug3使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了Debug3函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Gettimeofday
int Gettimeofday(struct timeval *tv, struct timezone *tz) {
int result, _errno;
#if WITH_MSGLEVEL <= E_DEBUG
if (tz) {
Debug3("gettimeofday(%p, {%d,%d})",
tv, tz->tz_minuteswest, tz->tz_dsttime);
} else {
Debug1("gettimeofday(%p, NULL)", tv);
}
#endif /* WITH_MSGLEVEL <= E_DEBUG */
result = gettimeofday(tv, tz);
_errno = errno;
#if WITH_MSGLEVEL <= E_DEBUG
if (tz) {
Debug5("gettimeofday({%ld,%ld}, {%d,%d}) -> %d",
tv->tv_sec, tv->tv_usec, tz->tz_minuteswest, tz->tz_dsttime,
result);
} else {
Debug3("gettimeofday({%ld,%ld},) -> %d",
tv->tv_sec, tv->tv_usec, result);
}
#endif /* WITH_MSGLEVEL <= E_DEBUG */
errno = _errno;
return result;
}
示例2: RemoveRideRelation
bool EntityManager::DeletePlayer(Client * client)
{
gemActor *actor = client->GetActor();
if (actor && actor->GetCharacterData()!=NULL)
{
// take the actor off his mount if he got one
if(actor->GetMount())
RemoveRideRelation(actor);
//As we show the logged in status only when the client gets ready we check if it
//was ready before doing this
if(client->IsReady())
{
// Check for buddy list members
usermanager->NotifyBuddies(client, UserManager::LOGGED_OFF);
// Check for Guild members to notify
usermanager->NotifyGuildBuddies(client, UserManager::LOGGED_OFF);
//check for alliance members to notify
usermanager->NotifyAllianceBuddies(client, UserManager::LOGGED_OFF);
}
// Any objects wanting to know when the actor is 'gone' are callback'd here.
actor->Disconnect();
if (!dynamic_cast<gemNPC*> (actor)) // NPC cast null means a human player
{
// Save current character state in the database
psServer::CharacterLoader.SaveCharacterData(actor->GetCharacterData(),actor);
}
gemActor *familiar = client->GetFamiliar();
if ( familiar != NULL && familiar->IsValid())
{
// Send OwnerActionLogoff Perception
//familiar->Disconnect();
Debug3(LOG_NET,client->GetClientNum(),"EntityManager Removing actor %s from client %s.",familiar->GetName(),client->GetName() );
psServer::CharacterLoader.SaveCharacterData(familiar->GetCharacterData(),familiar);
client->SetFamiliar( NULL );
RemoveActor( familiar );
}
// This removes the actor from the world data
Debug3(LOG_NET,client->GetClientNum(),"EntityManager Removing actor %s from client %s.",actor->GetName(),client->GetName() );
gem->RemoveClientFromLootables(client->GetClientNum());
client->SetActor(NULL); // Prevent anyone from getting to a deleted actor through the client
RemoveActor(actor);
}
return true;
}
示例3: Nanosleep
unsigned int Nanosleep(const struct timespec *req, struct timespec *rem) {
int retval, _errno;
Debug3("nanosleep({"F_time",%ld},%p)", req->tv_sec, req->tv_nsec, rem);
retval = nanosleep(req, rem);
_errno = errno;
if (rem) {
Debug3("nanosleep(,{"F_time",%ld}) -> %d",
rem->tv_sec, rem->tv_nsec, retval);
} else {
Debug1("nanosleep() -> %d", retval);
}
errno = _errno;
return retval;
}
示例4: mesg
void pawsContainerDescWindow::HandleUpdateItem( MsgEntry* me )
{
psViewItemUpdate mesg( me, ((psNetManager*)psengine->GetNetManager())->GetConnection()->GetAccessPointers() );
csString sigData, data;
// We send ownerID to multiple clients, so each client must decide if the item is owned by
// them or not. This is double checked on the server if someone tries to move an item,
// so hacking this to override just breaks the display, but does not enable a cheat.
if (mesg.ownerID.IsValid() && mesg.ownerID != psengine->GetCelClient()->GetMainPlayer()->GetEID())
{
mesg.stackCount = -1; // hardcoded signal that item is not owned by this player
}
sigData.Format("invslot_%d", mesg.containerID.Unbox() * 100 + mesg.slotID + 16);
if (!mesg.clearSlot)
{
data.Format("%s %d %d %s %s %s", mesg.icon.GetData(), mesg.stackCount, 0, mesg.meshName.GetData(), mesg.materialName.GetData(), mesg.name.GetData());
}
Debug3(LOG_CHARACTER, 0, "Got item update for %s: %s\n", sigData.GetDataSafe(), data.GetDataSafe() );
// FIXME: psViewItemMessages should probably send out purification status
PawsManager::GetSingleton().Publish(sigData, data);
}
示例5: Show
void pawsNpcDialogWindow::OnStringEntered(const char* name, int param, const char* value)
{
//The user cancelled the operation. So show again the last window and do nothing else.
if(value == NULL)
{
Show();
return;
}
Debug3(LOG_QUESTS, 0,"Got name=%s, value=%s\n", name, value);
csString cmd;
if(param != -1)
{
cmd.Format("/tellnpc {%d} %s", param, value);
}
else
{
cmd.Format("/tellnpc %s", value);
}
psengine->GetCmdHandler()->Publish(cmd);
DisplayTextInChat(value);
ticks = csGetTicks(); // reset time, so we can wait for the next server response
gotNewMenu = false;
}
示例6: sycSSL_read
int sycSSL_read(SSL *ssl, void *buf, int num) {
int result;
Debug3("SSL_read(%p, %p, %d)", ssl, buf, num);
result = SSL_read(ssl, buf, num);
Debug1("SSL_read() -> %d", result);
return result;
}
示例7: Sigprocmask
int Sigprocmask(int how, const sigset_t *set, sigset_t *oset) {
int retval;
Debug3("sigprocmask(%d, %p, %p)", how, set, oset);
retval = sigprocmask(how, set, oset);
Debug1("sigprocmask() -> %d", retval);
return retval;
}
示例8: sycSSL_write
int sycSSL_write(SSL *ssl, const void *buf, int num) {
int result;
Debug3("SSL_write(%p, %p, %d)", ssl, buf, num);
result = SSL_write(ssl, buf, num);
Debug1("SSL_write() -> %d", result);
return result;
}
示例9: Debug3
bool psEntity::CanPlay(int time, float range) const
{
EntityState* entityState;
// checking if it is in the undefined state
entityState = states.Get(state, 0);
if(entityState == 0)
{
Debug3(LOG_SOUND, 0, "psEntity::CanPlay %s meshid: %u undefined state.", entityName.GetData(), GetMeshID());
return false;
}
// checking time, range and delay
if(range < minRange || range > maxRange)
{
Debug6(LOG_SOUND, 0, "psEntity::CanPlay %s meshid: %u range %f %f %f", entityName.GetData(),GetMeshID(), minRange, range, maxRange);
return false;
}
else if(time < entityState->timeOfDayStart || entityState->timeOfDayEnd < time)
{
Debug6(LOG_SOUND, 0, "psEntity::CanPlay %s meshid: %u time of day %d %d %d", entityName.GetData(),GetMeshID(), entityState->timeOfDayStart,time,entityState->timeOfDayEnd);
return false;
}
else if(when <= 0)
{
Debug4(LOG_SOUND, 0, "psEntity::CanPlay TRUE %s meshid: %u when <0 : %d", entityName.GetData(),GetMeshID(), when);
return true;
}
Debug4(LOG_SOUND, 0, "psEntity::CanPlay %s meshid: %u when : %d", entityName.GetData(),GetMeshID(), when);
return false;
}
示例10: merge_error_info
/*
* Merge error information in "lr" with "parentr" error code and string.
*/
static void
merge_error_info( LDAP *ld, LDAPRequest *parentr, LDAPRequest *lr )
{
if ( lr->lr_res_errno == LDAP_PARTIAL_RESULTS ) {
parentr->lr_res_errno = lr->lr_res_errno;
if ( lr->lr_res_error != NULL ) {
(void)ldap_append_referral( ld, &parentr->lr_res_error,
lr->lr_res_error );
}
} else if ( lr->lr_res_errno != LDAP_SUCCESS &&
parentr->lr_res_errno == LDAP_SUCCESS )
{
parentr->lr_res_errno = lr->lr_res_errno;
if ( parentr->lr_res_error != NULL ) {
LDAP_FREE( parentr->lr_res_error );
}
parentr->lr_res_error = lr->lr_res_error;
lr->lr_res_error = NULL;
if ( LDAP_NAME_ERROR( lr->lr_res_errno ) ) {
if ( parentr->lr_res_matched != NULL ) {
LDAP_FREE( parentr->lr_res_matched );
}
parentr->lr_res_matched = lr->lr_res_matched;
lr->lr_res_matched = NULL;
}
}
Debug1( LDAP_DEBUG_TRACE, "merged parent (id %d) error info: ",
parentr->lr_msgid );
Debug3( LDAP_DEBUG_TRACE, "result errno %d, error <%s>, matched <%s>\n",
parentr->lr_res_errno,
parentr->lr_res_error ? parentr->lr_res_error : "",
parentr->lr_res_matched ? parentr->lr_res_matched : "" );
}
示例11: trigger
NpcResponse *ChatManager::CheckNPCEvent(Client *client,csString& triggerText,gemNPC * &target)
{
gemNPC *npc = target;
if (npc && npc->IsAlive())
{
csString trigger(triggerText);
trigger.Downcase();
psNPCDialog *npcdlg = npc->GetNPCDialogPtr();
if (npcdlg) // if NULL, then NPC never speaks
{
float dist = npc->RangeTo( client->GetActor() );
if (dist > MAX_NPC_DIALOG_DIST)
return NULL;
Debug3(LOG_NPC, client->GetClientNum(),"%s checking trigger %s.\n",target->GetName(),trigger.GetData() );
return npcdlg->Respond(trigger,client);
}
else
{
// Admins and GMs can see a better error on the client
if (client->GetSecurityLevel() > 20)
psserver->SendSystemError(client->GetClientNum(),"%s cannot speak.",npc->GetName() );
Debug2(LOG_NPC, client->GetClientNum(),"NPC %s cannot speak.\n",npc->GetName() );
}
}
return NULL;
}
示例12: sycSSL_CTX_use_PrivateKey_file
int sycSSL_CTX_use_PrivateKey_file(SSL_CTX *ctx, const char *file, int type) {
int result;
Debug3("SSL_CTX_use_PrivateKey_file(%p, \"%s\", %d)", ctx, file, type);
result = SSL_CTX_use_PrivateKey_file(ctx, file, type);
Debug1("SSL_CTX_use_PrivateKey_file() -> %d", result);
return result;
}
示例13: Sigaction
int Sigaction(int signum, const struct sigaction *act,
struct sigaction *oldact) {
int retval;
Debug3("sigaction(%d, %p, %p)", signum, act, oldact);
retval = sigaction(signum, act, oldact);
Debug1("sigaction() -> %d", retval);
return retval;
}
示例14: Chown
int Chown(const char *path, uid_t owner, gid_t group) {
int retval, _errno;
Debug3("chown(\"%s\", "F_uid", "F_gid")", path, owner, group);
retval = chown(path, owner, group);
_errno = errno;
Debug1("chown() -> %d", retval);
errno = _errno;
return retval;
}
示例15: Readlink
int Readlink(const char *path, char *buf, size_t bufsiz) {
int retval, _errno;
Debug3("readlink(\"%s\", %p, "F_Zu")", path, buf, bufsiz);
retval = readlink(path, buf, bufsiz);
_errno = errno;
Debug1("readlink() -> %d", retval);
errno = _errno;
return retval;
}