added nlog logging (todo: custom logger for packets)

This commit is contained in:
Tahir Akhlaq 2016-06-14 05:09:30 +01:00
parent c5516511b0
commit ed0a0a58f7
36 changed files with 5430 additions and 310 deletions

View file

@ -127,9 +127,9 @@ namespace FFXIVClassic_Map_Server
player.setConnection(packet.header.connectionType, client);
if (packet.header.connectionType == BasePacket.TYPE_ZONE)
Program.Log.Debug(String.Format("Got {0} connection for ActorID {1} @ {2}.", "zone", actorID, client.getAddress()));
Program.Log.Debug("Got {0} connection for ActorID {1} @ {2}.", "zone", actorID, client.getAddress());
else if (packet.header.connectionType == BasePacket.TYPE_CHAT)
Program.Log.Debug(String.Format("Got {0} connection for ActorID {1} @ {2}.", "chat", actorID, client.getAddress()));
Program.Log.Debug("Got {0} connection for ActorID {1} @ {2}.", "chat", actorID, client.getAddress());
//Create player actor
reply1.debugPrintPacket();
@ -180,7 +180,7 @@ namespace FFXIVClassic_Map_Server
//Chat Received
case 0x0003:
ChatMessagePacket chatMessage = new ChatMessagePacket(subpacket.data);
Program.Log.Info(String.Format("Got type-{5} message: {0} @ {1}, {2}, {3}, Rot: {4}", chatMessage.message, chatMessage.posX, chatMessage.posY, chatMessage.posZ, chatMessage.posRot, chatMessage.logType));
Program.Log.Info("Got type-{5} message: {0} @ {1}, {2}, {3}, Rot: {4}", chatMessage.message, chatMessage.posX, chatMessage.posY, chatMessage.posZ, chatMessage.posRot, chatMessage.logType);
subpacket.debugPrintSubPacket();
if (chatMessage.message.StartsWith("!"))
@ -268,7 +268,7 @@ namespace FFXIVClassic_Map_Server
ownerActor = player.getActor().currentDirector;
else
{
Program.Log.Debug(String.Format("\n===Event START===\nCould not find actor 0x{0:X} for event started by caller: 0x{1:X}\nEvent Starter: {2}\nParams: {3}", eventStart.actorID, eventStart.scriptOwnerActorID, eventStart.triggerName, LuaUtils.dumpParams(eventStart.luaParams)));
Program.Log.Debug("\n===Event START===\nCould not find actor 0x{0:X} for event started by caller: 0x{1:X}\nEvent Starter: {2}\nParams: {3}", eventStart.actorID, eventStart.scriptOwnerActorID, eventStart.triggerName, LuaUtils.dumpParams(eventStart.luaParams));
break;
}
}
@ -276,7 +276,7 @@ namespace FFXIVClassic_Map_Server
LuaEngine.doActorOnEventStarted(player.getActor(), ownerActor, eventStart);
Program.Log.Debug(String.Format("\n===Event START===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nEvent Starter: {4}\nParams: {5}", eventStart.actorID, eventStart.scriptOwnerActorID, eventStart.val1, eventStart.val2, eventStart.triggerName, LuaUtils.dumpParams(eventStart.luaParams)));
Program.Log.Debug("\n===Event START===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nEvent Starter: {4}\nParams: {5}", eventStart.actorID, eventStart.scriptOwnerActorID, eventStart.val1, eventStart.val2, eventStart.triggerName, LuaUtils.dumpParams(eventStart.luaParams));
break;
//Unknown, happens at npc spawn and cutscene play????
case 0x00CE:
@ -285,7 +285,7 @@ namespace FFXIVClassic_Map_Server
case 0x012E:
subpacket.debugPrintSubPacket();
EventUpdatePacket eventUpdate = new EventUpdatePacket(subpacket.data);
Program.Log.Debug(String.Format("\n===Event UPDATE===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nStep: 0x{4:X}\nParams: {5}", eventUpdate.actorID, eventUpdate.scriptOwnerActorID, eventUpdate.val1, eventUpdate.val2, eventUpdate.step, LuaUtils.dumpParams(eventUpdate.luaParams)));
Program.Log.Debug("\n===Event UPDATE===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nStep: 0x{4:X}\nParams: {5}", eventUpdate.actorID, eventUpdate.scriptOwnerActorID, eventUpdate.val1, eventUpdate.val2, eventUpdate.step, LuaUtils.dumpParams(eventUpdate.luaParams));
//Is it a static actor? If not look in the player's instance
Actor updateOwnerActor = Server.getStaticActors(player.getActor().currentEventOwner);
@ -406,7 +406,7 @@ namespace FFXIVClassic_Map_Server
client.queuePacket(BasePacket.createPacket(EndGMTicketPacket.buildPacket(player.actorID), true, false));
break;
default:
Program.Log.Debug(String.Format("Unknown command 0x{0:X} received.", subpacket.gameMessage.opcode));
Program.Log.Debug("Unknown command 0x{0:X} received.", subpacket.gameMessage.opcode);
subpacket.debugPrintSubPacket();
break;
}