当前位置: 首页>>代码示例>>C++>>正文


C++ DebugLogger函数代码示例

本文整理汇总了C++中DebugLogger函数的典型用法代码示例。如果您正苦于以下问题:C++ DebugLogger函数的具体用法?C++ DebugLogger怎么用?C++ DebugLogger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DebugLogger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: m_player_name

// static member(s)
AIClientApp::AIClientApp(const std::vector<std::string>& args) :
    m_player_name(""),
    m_max_aggression(0)
{
    if (args.size() < 2) {
        std::cerr << "The AI client should not be executed directly!  Run freeorion to start the game.";
        ExitApp(1);
    }

    // read command line args

    m_player_name = args.at(1);
    if (args.size() >=3) {
        m_max_aggression = boost::lexical_cast<int>(args.at(2));
    }

    // Force the log file if requested.
    if (GetOptionsDB().Get<std::string>("log-file").empty()) {
        const std::string AICLIENT_LOG_FILENAME((GetUserDataDir() / (m_player_name + ".log")).string());
        GetOptionsDB().Set("log-file", AICLIENT_LOG_FILENAME);
    }
    // Force the log threshold if requested.
    auto force_log_level = GetOptionsDB().Get<std::string>("log-level");
    if (!force_log_level.empty())
        OverrideAllLoggersThresholds(to_LogLevel(force_log_level));

    InitLoggingSystem(GetOptionsDB().Get<std::string>("log-file"), "AI");
    InitLoggingOptionsDBSystem();

    InfoLogger() << FreeOrionVersionString();
    DebugLogger() << PlayerName() + " ai client initialized.";
}
开发者ID:adrianbroher,项目名称:freeorion,代码行数:33,代码来源:AIClientApp.cpp

示例2: Client

boost::statechart::result WaitingForMPJoinAck::react(const JoinGame& msg) {
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) WaitingForMPJoinAck.JoinGame";

    Client().Networking().SetPlayerID(msg.m_message.ReceivingPlayer());

    return transit<MPLobby>();
}
开发者ID:hworpel,项目名称:freeorion,代码行数:7,代码来源:HumanClientFSM.cpp

示例3: TraceLogger

boost::statechart::result WaitingForTurnData::react(const TurnUpdate& msg) {
    TraceLogger(FSM) << "(HumanClientFSM) PlayingGame.TurnUpdate";

    int current_turn = INVALID_GAME_TURN;

    try {
        ExtractTurnUpdateMessageData(msg.m_message,           Client().EmpireID(),    current_turn,
                                     Empires(),               GetUniverse(),          GetSpeciesManager(),
                                     GetCombatLogManager(),   GetSupplyManager(),     Client().Players());
    } catch (...) {
        Client().GetClientUI().GetMessageWnd()->HandleLogMessage(UserString("ERROR_PROCESSING_SERVER_MESSAGE") + "\n");
        return discard_event();
    }

    DebugLogger(FSM) << "Extracted TurnUpdate message for turn: " << current_turn;

    Client().SetCurrentTurn(current_turn);

    // if I am the host, do autosave
    if (Client().Networking().PlayerIsHost(Client().PlayerID()))
        Client().Autosave();

    Client().HandleTurnUpdate();

    return transit<PlayingTurn>();
}
开发者ID:MatGB,项目名称:freeorion,代码行数:26,代码来源:HumanClientFSM.cpp

示例4: discard_event

boost::statechart::result MPLobby::react(const LobbyUpdate& msg) {
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) MPLobby.LobbyUpdate";
    MultiplayerLobbyData lobby_data;
    ExtractMessageData(msg.m_message, lobby_data);
    Client().GetClientUI()->GetMultiPlayerLobbyWnd()->LobbyUpdate(lobby_data);
    return discard_event();
}
开发者ID:hworpel,项目名称:freeorion,代码行数:7,代码来源:HumanClientFSM.cpp

示例5: DebugLogger

void ProductionWnd::UpdateQueue() {
    DebugLogger() << "ProductionWnd::UpdateQueue()";
    ScopedTimer timer("ProductionWnd::UpdateQueue");

    m_queue_wnd->SetEmpire(m_empire_shown_id);

    QueueListBox* queue_lb = m_queue_wnd->GetQueueListBox();
    std::size_t first_visible_queue_row = std::distance(queue_lb->begin(), queue_lb->FirstRowShown());
    queue_lb->Clear();

    const Empire* empire = GetEmpire(m_empire_shown_id);
    if (!empire)
        return;

    const ProductionQueue& queue = empire->GetProductionQueue();

    int i = 0;
    for (ProductionQueue::const_iterator it = queue.begin(); it != queue.end(); ++it, ++i) {
        QueueRow* row = new QueueRow(queue_lb->RowWidth(), *it, i);
        GG::Connect(row->RowQuantChangedSignal,     &ProductionWnd::ChangeBuildQuantityBlockSlot, this);
        queue_lb->Insert(row);
    }

    if (!queue_lb->Empty())
        queue_lb->BringRowIntoView(--queue_lb->end());
    if (first_visible_queue_row < queue_lb->NumRows())
        queue_lb->BringRowIntoView(boost::next(queue_lb->begin(), first_visible_queue_row));
}
开发者ID:Ouaz,项目名称:freeorion,代码行数:28,代码来源:ProductionWnd.cpp

示例6: DeleteSideBars

void GraphicalSummaryWnd::GenerateGraph() {
    DeleteSideBars();

    m_sizer.reset(new BarSizer(m_summaries, ClientSize()));

    for (std::map<int, CombatSummary>::iterator it = m_summaries.begin(); it != m_summaries.end(); ++it) {
        if (it->second.total_max_health > EPSILON) {
            it->second.Sort();
            SideBar* box = new SideBar(it->second, *m_sizer);
            m_side_boxes.push_back(box);
            AttachChild(box);
        }
    }

    if (m_options_bar) {
        DebugLogger() << "GraphicalSummaryWnd::GenerateGraph(): m_options_bar "
                         "already exists, calling DeleteChild(m_options_bar) "
                         "before creating a new one.";
        DeleteChild(m_options_bar);
    }
    m_options_bar = new OptionsBar(m_sizer);
    AttachChild(m_options_bar);
    GG::Connect(m_options_bar->ChangedSignal,
                &GraphicalSummaryWnd::HandleButtonChanged,
                this);

    MinSizeChangedSignal();
    DoLayout();
}
开发者ID:spikethehobbitmage,项目名称:freeorion,代码行数:29,代码来源:GraphicalSummary.cpp

示例7: ExtractMessageData

boost::statechart::result PlayingGame::react(const EndGame& msg) {
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingGame.EndGame";
    Message::EndGameReason reason;
    std::string reason_player_name;
    ExtractMessageData(msg.m_message, reason, reason_player_name);
    std::string reason_message;
    bool error = false;
    switch (reason) {
    case Message::LOCAL_CLIENT_DISCONNECT:
        Client().EndGame(true);
        reason_message = UserString("SERVER_LOST");
        break;
    case Message::PLAYER_DISCONNECT:
        Client().EndGame(true);
        reason_message = boost::io::str(FlexibleFormat(UserString("PLAYER_DISCONNECTED")) % reason_player_name);
        error = true;
        break;
    }
    //Note: Any transit<> transition must occur before the MessageBox().
    // MessageBox blocks and can allow other events to transit<> to a new state
    // which makes this transit fatal.
    boost::statechart::result retval = transit<IntroMenu>();
    ClientUI::MessageBox(reason_message, error);
    return retval;
}
开发者ID:Ouaz,项目名称:freeorion,代码行数:25,代码来源:HumanClientFSM.cpp

示例8: Base

////////////////////////////////////////////////////////////
// IntroMenu
////////////////////////////////////////////////////////////
IntroMenu::IntroMenu(my_context ctx) :
    Base(ctx)
{
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) IntroMenu";
    Client().KillServer();
    Client().GetClientUI()->ShowIntroScreen();
}
开发者ID:Ouaz,项目名称:freeorion,代码行数:10,代码来源:HumanClientFSM.cpp

示例9: ExtractMessageData

boost::statechart::result PlayingGame::react(const EndGame& msg) {
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingGame.EndGame";
    Message::EndGameReason reason;
    std::string reason_player_name;
    ExtractMessageData(msg.m_message, reason, reason_player_name);
    std::string reason_message;
    bool error = false;
    switch (reason) {
    case Message::LOCAL_CLIENT_DISCONNECT:
        Client().EndGame(true);
        reason_message = UserString("SERVER_LOST");
        break;
    case Message::PLAYER_DISCONNECT:
        Client().EndGame(true);
        reason_message = boost::io::str(FlexibleFormat(UserString("PLAYER_DISCONNECTED")) % reason_player_name);
        error = true;
        break;
    case Message::YOU_ARE_ELIMINATED:
        Client().EndGame(true);
        reason_message = UserString("PLAYER_DEFEATED");
        break;
    }
    ClientUI::MessageBox(reason_message, error);
    Client().Remove(Client().GetClientUI()->GetMapWnd());
    Client().GetClientUI()->GetMapWnd()->RemoveWindows();
    Client().Networking().SetHostPlayerID(Networking::INVALID_PLAYER_ID);
    Client().Networking().SetPlayerID(Networking::INVALID_PLAYER_ID);
    return transit<IntroMenu>();
}
开发者ID:hworpel,项目名称:freeorion,代码行数:29,代码来源:HumanClientFSM.cpp

示例10: DebugLogger

HullTypeManager::HullTypeManager() {
    if (s_instance)
        throw std::runtime_error("Attempted to create more than one HullTypeManager.");

    s_instance = this;

    parse::ship_hulls(GetResourceDir() / "ship_hulls.txt", m_hulls);

    if (GetOptionsDB().Get<bool>("verbose-logging")) {
        DebugLogger() << "Hull Types:";
        for (iterator it = begin(); it != end(); ++it) {
            const HullType* h = it->second;
            DebugLogger() << " ... " << h->Name();
        }
    }
}
开发者ID:TeoTwawki,项目名称:freeorion,代码行数:16,代码来源:ShipDesign.cpp

示例11: DebugLogger

void HumanClientApp::KillServer() {
    DebugLogger() << "HumanClientApp::KillServer()";
    m_server_process.Kill();
    m_networking.SetPlayerID(Networking::INVALID_PLAYER_ID);
    m_networking.SetHostPlayerID(Networking::INVALID_PLAYER_ID);
    SetEmpireID(ALL_EMPIRES);
}
开发者ID:Deepsloth,项目名称:freeorion,代码行数:7,代码来源:HumanClientApp.cpp

示例12: TraceLogger

boost::statechart::result QuittingGame::react(const ShutdownServer& u) {
    TraceLogger(FSM) << "(HumanClientFSM) QuittingGame.ShutdownServer";

    if (!m_server_process) {
        ErrorLogger(FSM) << "m_server_process is nullptr";
        post_event(TerminateServer());
        return discard_event();
    }

    if (m_server_process->Empty()) {
        if (Client().Networking().IsTxConnected()) {
            WarnLogger(FSM) << "Disconnecting from server that is already killed.";
            Client().Networking().DisconnectFromServer();
        }
        post_event(TerminateServer());
        return discard_event();
    }

    if (Client().Networking().IsTxConnected()) {
        DebugLogger(FSM) << "Sending server shutdown message.";
        Client().Networking().SendMessage(ShutdownServerMessage());

        post_event(WaitForDisconnect());

    } else {
        post_event(TerminateServer());
    }
    return discard_event();
}
开发者ID:cpeosphoros,项目名称:freeorion,代码行数:29,代码来源:HumanClientFSM.cpp

示例13: Base

////////////////////////////////////////////////////////////
// MPLobby
////////////////////////////////////////////////////////////
MPLobby::MPLobby(my_context ctx) :
    Base(ctx)
{
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) MPLobby";

    Client().Register(Client().GetClientUI()->GetMultiPlayerLobbyWnd());
}
开发者ID:hworpel,项目名称:freeorion,代码行数:10,代码来源:HumanClientFSM.cpp

示例14: Base

////////////////////////////////////////////////////////////
// PlayingTurn
////////////////////////////////////////////////////////////
PlayingTurn::PlayingTurn(my_context ctx) :
    Base(ctx)
{
    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingTurn";
    Client().Register(Client().GetClientUI()->GetMapWnd());
    Client().GetClientUI()->GetMapWnd()->InitTurn();
    // TODO: reselect last fleet if stored in save game ui data?
    Client().GetClientUI()->GetMessageWnd()->HandleGameStatusUpdate(
        boost::io::str(FlexibleFormat(UserString("TURN_BEGIN")) % CurrentTurn()) + "\n");
    Client().GetClientUI()->GetMessageWnd()->HandlePlayerStatusUpdate(Message::PLAYING_TURN, Client().PlayerID());
    Client().GetClientUI()->GetPlayerListWnd()->Refresh();
    Client().GetClientUI()->GetPlayerListWnd()->HandlePlayerStatusUpdate(Message::PLAYING_TURN, Client().PlayerID());

    if (Client().GetApp()->GetClientType() != Networking::CLIENT_TYPE_HUMAN_OBSERVER)
        Client().GetClientUI()->GetMapWnd()->EnableOrderIssuing(true);

    if (Client().GetApp()->GetClientType() == Networking::CLIENT_TYPE_HUMAN_OBSERVER) {
        // observers can't do anything but wait for the next update, and need to
        // be back in WaitingForTurnData, so posting TurnEnded here has the effect
        // of keeping observers in the WaitingForTurnData state so they can receive
        // updates from the server.
        post_event(TurnEnded());

    } else if (Client().GetApp()->GetClientType() == Networking::CLIENT_TYPE_HUMAN_PLAYER) {
        if (Client().GetClientUI()->GetMapWnd()->AutoEndTurnEnabled()) {
            // if in-game-GUI auto turn advance enabled, set auto turn counter to 1
            Client().InitAutoTurns(1);
        }

        if (Client().AutoTurnsLeft() <= 0 &&
            GetOptionsDB().Get<bool>("auto-quit"))
        {
            // if no auto turns left, and supposed to quit after that, quit
            DebugLogger() << "auto-quit ending game.";
            std::cout << "auto-quit ending game." << std::endl;
            Client().EndGame(true);
            throw HumanClientApp::CleanQuit();
        }

        // if there are still auto turns left, advance the turn automatically,
        // and decrease the auto turn counter
        if (Client().AutoTurnsLeft() > 0) {
            post_event(AdvanceTurn());
            Client().DecAutoTurns();
        }
    }
}
开发者ID:TeoTwawki,项目名称:freeorion,代码行数:50,代码来源:HumanClientFSM.cpp

示例15: NumPlayableSpecies

const std::string& SpeciesManager::SequentialPlayableSpeciesName(int id) const {
    if (NumPlayableSpecies() <= 0)
        return EMPTY_STRING;

    int species_idx = id % NumPlayableSpecies();
    DebugLogger() << "SpeciesManager::SequentialPlayableSpeciesName has " << NumPlayableSpecies() << " and is given id " << id << " yielding index " << species_idx;
    return std::next(playable_begin(), species_idx)->first;
}
开发者ID:adrianbroher,项目名称:freeorion,代码行数:8,代码来源:Species.cpp


注:本文中的DebugLogger函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。