ReChecker/metamod/log_meta.h

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2015-11-01 01:50:24 +03:00
// log_meta.h - functions & macros for logging
/*
* Copyright (c) 2001-2003 Will Day <willday@hpgx.net>
*
* This file is part of Metamod.
*
* Metamod is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* Metamod is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Metamod; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef LOG_META_H
#define LOG_META_H
#include "enginecallbacks.h" // ALERT, etc
#include "sdk_util.h" // UTIL_VarArgs, etc
// Debug logging.
//
// This is done as a macro, rather than a function. This way, you can add
// DEBUG statements all over, without worrying about performance
// implications. If the debugging level is set low, all those statements
// will only generate a simple float/int compare each; if we were to use a
// function instead of a macro, it would end up wasting a lot of cpu cycles
// calling/returning from the function every time. With a fair number of
// DEBUG statements, or if they're placed in frequently excuted code, the
// overhead of the wasted function calls could significantly impact server
// performance.
//
// For this reason, we also compare directly to the float value of the
// cvar, rather than calling CVAR_GET_FLOAT() and thus generating a string
// compare for each DEBUG statement.
//
// Called as:
// META_DEBUG(3, ("return code: %d", ret));
//
// Note the double parens, and the missing parens around "args" in the
// macro itself. Note also the "do..while(0)" loop wrapping the
// statements, so they become a single statement when expanded, necessary
// for times when it might be called as a single-statement result of an
// else (or other flow control).
//
// As suggested by Jussi Kivilinna: Use "if(meta_debug.value < level); else
// DO(something);" style because "meta_debug.value < level" is in most common
// case "false". Check disasm, contitional jumps are predicted not to be
// taken by CPU.
//
// Yes, it's all a bit of a hack.
#define META_DEBUG(level, args) \
do { if(meta_debug.value < level) break; else ALERT(at_logged, "[META] (debug:%d) %s\n", level, UTIL_VarArgs args ); } while(0)
// max buffer size for printed messages
#define MAX_LOGMSG_LEN 1024
// max buffer size for client messages
#define MAX_CLIENTMSG_LEN 128
extern cvar_t meta_debug;
// META_DEV provides debug logging via the cvar "developer" (when set to 1)
// and uses a function call rather than a macro as it's really intended to
// be used only during startup, before meta_debug has been set from reading
// server.cfg.
// NOTE: META_DEV has now been mostly obsoleted in the code.
void META_CONS(char *fmt, ...);
void META_DEV(char *fmt, ...);
void META_INFO(char *fmt, ...);
void META_WARNING(char *fmt, ...);
void META_ERROR(char *fmt, ...);
void META_LOG(char *fmt, ...);
void META_CLIENT(edict_t *pEntity, char *fmt, ...);
void flush_ALERT_buffer(void);
#endif /* LOG_META_H */