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Avoid spamming the log output

Stop printing "State == Running" debug messages in every update loop
(makes "--log-level=debug" a lot more usable)
This commit is contained in:
ThorstenB 2011-12-17 15:22:50 +01:00
parent e6e09a8161
commit dcaf3d9aea
6 changed files with 16 additions and 12 deletions

View file

@ -771,7 +771,7 @@ CameraInfo* CameraGroup::buildCamera(SGPropertyNode* cameraNode)
parentCameraIndex = i;
}
if (_cameras.size() <= parentCameraIndex) {
SG_LOG(SG_GENERAL, SG_ALERT, "CameraGroup::buildCamera: "
SG_LOG(SG_VIEW, SG_ALERT, "CameraGroup::buildCamera: "
"failed to find parent camera for relative camera!");
return 0;
}
@ -896,7 +896,7 @@ CameraInfo* CameraGroup::buildGUICamera(SGPropertyNode* cameraNode,
}
if (!window) { // buildWindow can fail
SG_LOG(SG_GENERAL, SG_WARN, "CameraGroup::buildGUICamera: failed to build a window");
SG_LOG(SG_VIEW, SG_WARN, "CameraGroup::buildGUICamera: failed to build a window");
return NULL;
}

View file

@ -245,7 +245,7 @@ GraphicsWindow* WindowBuilder::getDefaultWindow()
->registerWindow(gc, defaultWindowName);
return defaultWindow;
} else {
SG_LOG(SG_GENERAL, SG_ALERT, "getDefaultWindow: failed to create GraphicsContext");
SG_LOG(SG_VIEW, SG_ALERT, "getDefaultWindow: failed to create GraphicsContext");
return 0;
}
}

View file

@ -195,7 +195,7 @@ static osg::Node* fgCreateSplashCamera()
tpath = globals->resolve_maybe_aircraft_path(splash_texture);
if (tpath.isNull())
{
SG_LOG( SG_GENERAL, SG_ALERT, "Cannot find splash screen file '" << splash_texture
SG_LOG( SG_VIEW, SG_ALERT, "Cannot find splash screen file '" << splash_texture
<< "'. Using default." );
}
}
@ -366,11 +366,11 @@ osg::Node* fgCreateSplashNode() {
// Initialize the splash screen
void fgSplashInit () {
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
SG_LOG( SG_VIEW, SG_INFO, "Initializing splash screen" );
globals->get_renderer()->splashinit();
}
void fgSplashProgress ( const char *text ) {
SG_LOG( SG_GENERAL, SG_INFO, "Splash screen progress " << text );
SG_LOG( SG_VIEW, SG_INFO, "Splash screen progress " << text );
fgSetString("/sim/startup/splash-progress-text", text);
}

View file

@ -58,7 +58,7 @@ void
FGViewMgr::init ()
{
if (inited) {
SG_LOG(SG_GENERAL, SG_WARN, "duplicate init of view manager");
SG_LOG(SG_VIEW, SG_WARN, "duplicate init of view manager");
return;
}

View file

@ -57,6 +57,7 @@ using simgear::TileCache;
FGTileMgr::FGTileMgr():
state( Start ),
last_state( Running ),
vis( 16000 ),
_terra_sync(NULL)
{
@ -341,7 +342,6 @@ void FGTileMgr::update_queues()
// disk.
void FGTileMgr::update(double)
{
SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
SGVec3d viewPos = globals->get_current_view()->get_view_pos();
double vis = _visibilityMeters->getDoubleValue();
schedule_tiles_at(SGGeod::fromCart(viewPos), vis);
@ -373,7 +373,10 @@ int FGTileMgr::schedule_tiles_at(const SGGeod& location, double range_m)
// do tile load scheduling.
// Note that we need keep track of both viewer buckets and fdm buckets.
if ( state == Running ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
if (last_state != state)
{
SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
}
if (current_bucket != previous_bucket) {
// We've moved to a new bucket, we need to schedule any
// needed tiles for loading.
@ -386,11 +389,12 @@ int FGTileMgr::schedule_tiles_at(const SGGeod& location, double range_m)
// save bucket
previous_bucket = current_bucket;
} else if ( state == Start || state == Inited ) {
SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Start || Inited" );
// do not update bucket yet (position not valid in initial loop)
state = Running;
previous_bucket.make_bad();
}
last_state = state;
return 1;
}

View file

@ -53,8 +53,8 @@ private:
Running = 2
};
load_state state;
load_state state, last_state;
// schedule a tile for loading, returns true when tile is already loaded
bool sched_tile( const SGBucket& b, double priority,bool current_view, double request_time);