khanat-opennel-code/code/ryzom/server/src/server_share/log_character_gen.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

116 lines
3.8 KiB
C++

#ifndef _LOG_GEN_CHARACTER_H
#define _LOG_GEN_CHARACTER_H
#include "nel/misc/types_nl.h"
#include "nel/misc/entity_id.h"
#include "nel/misc/sheet_id.h"
#include "game_share/inventories.h"
struct TLogContext_Character_BuyRolemasterPhrase
{
/// The constructor push a log context in the logger system
TLogContext_Character_BuyRolemasterPhrase(const NLMISC::CEntityId &charId);
/// The desstructor pop a context in the logger system
~TLogContext_Character_BuyRolemasterPhrase();
private:
/// The name of the context
static const std::string _ContextName;
};
struct TLogContext_Character_AdminCommand
{
/// The constructor push a log context in the logger system
TLogContext_Character_AdminCommand(const NLMISC::CEntityId &charId);
/// The desstructor pop a context in the logger system
~TLogContext_Character_AdminCommand();
private:
/// The name of the context
static const std::string _ContextName;
};
struct TLogContext_Character_SkillProgress
{
/// The constructor push a log context in the logger system
TLogContext_Character_SkillProgress(const NLMISC::CEntityId &charId);
/// The desstructor pop a context in the logger system
~TLogContext_Character_SkillProgress();
private:
/// The name of the context
static const std::string _ContextName;
};
struct TLogContext_Character_MissionRecvXp
{
/// The constructor push a log context in the logger system
TLogContext_Character_MissionRecvXp(const NLMISC::CEntityId &charId);
/// The desstructor pop a context in the logger system
~TLogContext_Character_MissionRecvXp();
private:
/// The name of the context
static const std::string _ContextName;
};
/// No context context. Use this to disable any contextual log underneath
struct TLogNoContext_Character
{
TLogNoContext_Character();
~TLogNoContext_Character();
};
void _log_Character_Create(uint32 userId, const NLMISC::CEntityId &charId, const std::string &charName, const char *_filename_, uint _lineNo_);
#define log_Character_Create(userId, charId, charName) \
_log_Character_Create(userId, charId, charName, __FILE__, __LINE__)
void _log_Character_Delete(uint32 userId, const NLMISC::CEntityId &charId, const std::string &charName, const char *_filename_, uint _lineNo_);
#define log_Character_Delete(userId, charId, charName) \
_log_Character_Delete(userId, charId, charName, __FILE__, __LINE__)
void _log_Character_Select(uint32 userId, const NLMISC::CEntityId &charId, const std::string &charName, const char *_filename_, uint _lineNo_);
#define log_Character_Select(userId, charId, charName) \
_log_Character_Select(userId, charId, charName, __FILE__, __LINE__)
void _log_Character_LevelUp(const NLMISC::CEntityId &charId, const std::string &skillName, uint32 level, const char *_filename_, uint _lineNo_);
#define log_Character_LevelUp(charId, skillName, level) \
_log_Character_LevelUp(charId, skillName, level, __FILE__, __LINE__)
void _log_Character_UpdateSP(const std::string &spName, float spBefore, float spAfter, const char *_filename_, uint _lineNo_);
#define log_Character_UpdateSP(spName, spBefore, spAfter) \
_log_Character_UpdateSP(spName, spBefore, spAfter, __FILE__, __LINE__)
void _log_Character_LearnPhrase(const NLMISC::CSheetId &phraseId, const char *_filename_, uint _lineNo_);
#define log_Character_LearnPhrase(phraseId) \
_log_Character_LearnPhrase(phraseId, __FILE__, __LINE__)
void _log_Character_AddKnownBrick(const NLMISC::CSheetId &brickId, const char *_filename_, uint _lineNo_);
#define log_Character_AddKnownBrick(brickId) \
_log_Character_AddKnownBrick(brickId, __FILE__, __LINE__)
void _log_Character_RemoveKnownBrick(const NLMISC::CSheetId &brickId, const char *_filename_, uint _lineNo_);
#define log_Character_RemoveKnownBrick(brickId) \
_log_Character_RemoveKnownBrick(brickId, __FILE__, __LINE__)
#endif