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

@@ -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);