More work on cleaning up debug trace logs. Added getDisplayName() overrides to the Ability & NextGamePhase interrupts so that there's now more contextual info in the output log. You'll now see what game phase is being added/resolved on the stack, and instead of a generic 'StackAbility' entry, it'll tell you what source it's coming from.

Also deleted a few debug output traces that were truly uninformative.
This commit is contained in:
wrenczes@gmail.com
2010-10-07 08:13:22 +00:00
parent 6109fe1912
commit e45735267b
4 changed files with 18 additions and 16 deletions

View File

@@ -71,6 +71,7 @@ class NextGamePhase: public Interruptible {
bool extraDamagePhase();
void Render();
virtual ostream& toString(ostream& out) const;
virtual const string getDisplayName() const;
NextGamePhase(int id);
};
@@ -112,6 +113,7 @@ class StackAbility: public Interruptible {
int resolve();
void Render();
virtual ostream& toString(ostream& out) const;
virtual const string getDisplayName() const;
StackAbility(int id, MTGAbility * _ability);
};

View File

@@ -25,7 +25,13 @@ int NextGamePhase::resolve(){
return 1;
}
const string NextGamePhase::getDisplayName() const
{
std::ostringstream stream;
stream << "NextGamePhase. (Current phase is: " << PhaseRing::phaseName(GameObserver::GetInstance()->getCurrentGamePhase()) << ")";
return stream.str();
}
void NextGamePhase::Render(){
GameObserver * g = GameObserver::GetInstance();
@@ -145,6 +151,14 @@ ostream& StackAbility::toString(ostream& out) const
return out;
}
const string StackAbility::getDisplayName() const
{
std::ostringstream stream;
stream << "StackAbility. (Source: " << ability->source->getDisplayName() << ")";
return stream.str();
}
/* Spell Cast */
Spell::Spell(MTGCardInstance * _source): Interruptible(0){

View File

@@ -1,4 +1,5 @@
#include "../include/config.h"
#include "../include/DebugRoutines.h"
#include "../include/GameObserver.h"
#include "../include/GameOptions.h"
#include "../include/CardGui.h"
@@ -380,9 +381,7 @@ void GameObserver::Render()
void GameObserver::ButtonPressed(PlayGuiObject * target){
#if defined (WIN32) || defined (LINUX)
OutputDebugString("GAMEOBSERVER Click\n");
#endif
DebugTrace("GAMEOBSERVER Click");
if (CardView* cardview = dynamic_cast<CardView*>(target)){
MTGCardInstance * card = cardview->getCard();
cardClick(card, card);

View File

@@ -633,11 +633,6 @@ void GameSettings::checkProfile(){
}
void GameSettings::createUsersFirstDeck(int setId){
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "setID: %i", setId);
OutputDebugString(buf);
#endif
if(theGame == NULL || theGame->collection == NULL)
return;
@@ -659,19 +654,11 @@ void GameSettings::createUsersFirstDeck(int setId){
if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Island"))
mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Island");
#if defined (WIN32) || defined (LINUX)
OutputDebugString("1\n");
#endif
//Starter Deck
mCollection->addRandomCards(3, sets,1,Constants::RARITY_R,NULL);
mCollection->addRandomCards(9, sets,1,Constants::RARITY_U,NULL);
mCollection->addRandomCards(48, sets,1,Constants::RARITY_C,NULL);
#if defined (WIN32) || defined (LINUX)
OutputDebugString("2\n");
#endif
//Boosters
for (int i = 0; i< 2; i++){
mCollection->addRandomCards(1, sets,1,Constants::RARITY_R);