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fix: master not using table data, remove 2 noisy logs (#1613)
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Tested with logs that queries to get soft and hard cap actually succeed now
Logs about slash command handler command registration and vanity NPC creation in mis matched worlds are now removed.
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EmosewaMC authored Jun 9, 2024
1 parent 1454fcd commit fee0238
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Showing 3 changed files with 12 additions and 2 deletions.
1 change: 0 additions & 1 deletion dGame/dUtilities/SlashCommandHandler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,6 @@ void SlashCommandHandler::RegisterCommand(Command command) {
}

for (const auto& alias : command.aliases) {
LOG_DEBUG("Registering command %s", alias.c_str());
auto [_, success] = RegisteredCommands.try_emplace(alias, command);
// Don't allow duplicate commands
if (!success) {
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1 change: 0 additions & 1 deletion dGame/dUtilities/VanityUtilities.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -285,7 +285,6 @@ void ParseXml(const std::string& file) {
}

if (zoneID.value() != currentZoneID) {
LOG_DEBUG("Skipping (%s) %i location because it is in %i and not the current zone (%i)", name, lot, zoneID.value(), currentZoneID);
continue;
}

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12 changes: 12 additions & 0 deletions dMasterServer/MasterServer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,7 @@
#include "BitStreamUtils.h"
#include "Start.h"
#include "Server.h"
#include "CDZoneTableTable.h"

namespace Game {
Logger* logger = nullptr;
Expand Down Expand Up @@ -277,6 +278,17 @@ int main(int argc, char** argv) {
PersistentIDManager::Initialize();
Game::im = new InstanceManager(Game::logger, Game::server->GetIP());

//Get CDClient initial information
try {
CDClientManager::LoadValuesFromDatabase();
} catch (CppSQLite3Exception& e) {
LOG("Failed to initialize CDServer SQLite Database");
LOG("May be caused by corrupted file: %s", (Game::assetManager->GetResPath() / "CDServer.sqlite").string().c_str());
LOG("Error: %s", e.errorMessage());
LOG("Error Code: %i", e.errorCode());
return EXIT_FAILURE;
}

//Depending on the config, start up servers:
if (Game::config->GetValue("prestart_servers") != "0") {
StartChatServer();
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