// log_meta.h - functions & macros for logging /* * Copyright (c) 2001-2003 Will Day * * 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 */