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:
parent
e6e09a8161
commit
dcaf3d9aea
6 changed files with 16 additions and 12 deletions
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@ -771,7 +771,7 @@ CameraInfo* CameraGroup::buildCamera(SGPropertyNode* cameraNode)
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parentCameraIndex = i;
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}
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if (_cameras.size() <= parentCameraIndex) {
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SG_LOG(SG_GENERAL, SG_ALERT, "CameraGroup::buildCamera: "
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SG_LOG(SG_VIEW, SG_ALERT, "CameraGroup::buildCamera: "
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"failed to find parent camera for relative camera!");
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return 0;
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}
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@ -896,7 +896,7 @@ CameraInfo* CameraGroup::buildGUICamera(SGPropertyNode* cameraNode,
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}
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if (!window) { // buildWindow can fail
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SG_LOG(SG_GENERAL, SG_WARN, "CameraGroup::buildGUICamera: failed to build a window");
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SG_LOG(SG_VIEW, SG_WARN, "CameraGroup::buildGUICamera: failed to build a window");
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return NULL;
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}
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@ -245,7 +245,7 @@ GraphicsWindow* WindowBuilder::getDefaultWindow()
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->registerWindow(gc, defaultWindowName);
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return defaultWindow;
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} else {
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SG_LOG(SG_GENERAL, SG_ALERT, "getDefaultWindow: failed to create GraphicsContext");
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SG_LOG(SG_VIEW, SG_ALERT, "getDefaultWindow: failed to create GraphicsContext");
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return 0;
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}
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}
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@ -195,7 +195,7 @@ static osg::Node* fgCreateSplashCamera()
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tpath = globals->resolve_maybe_aircraft_path(splash_texture);
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if (tpath.isNull())
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{
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SG_LOG( SG_GENERAL, SG_ALERT, "Cannot find splash screen file '" << splash_texture
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SG_LOG( SG_VIEW, SG_ALERT, "Cannot find splash screen file '" << splash_texture
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<< "'. Using default." );
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}
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}
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@ -366,11 +366,11 @@ osg::Node* fgCreateSplashNode() {
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// Initialize the splash screen
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void fgSplashInit () {
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SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
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SG_LOG( SG_VIEW, SG_INFO, "Initializing splash screen" );
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globals->get_renderer()->splashinit();
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}
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void fgSplashProgress ( const char *text ) {
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SG_LOG( SG_GENERAL, SG_INFO, "Splash screen progress " << text );
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SG_LOG( SG_VIEW, SG_INFO, "Splash screen progress " << text );
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fgSetString("/sim/startup/splash-progress-text", text);
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}
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@ -58,7 +58,7 @@ void
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FGViewMgr::init ()
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{
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if (inited) {
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SG_LOG(SG_GENERAL, SG_WARN, "duplicate init of view manager");
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SG_LOG(SG_VIEW, SG_WARN, "duplicate init of view manager");
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return;
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}
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@ -57,6 +57,7 @@ using simgear::TileCache;
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FGTileMgr::FGTileMgr():
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state( Start ),
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last_state( Running ),
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vis( 16000 ),
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_terra_sync(NULL)
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{
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@ -341,7 +342,6 @@ void FGTileMgr::update_queues()
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// disk.
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void FGTileMgr::update(double)
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{
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SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
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SGVec3d viewPos = globals->get_current_view()->get_view_pos();
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double vis = _visibilityMeters->getDoubleValue();
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schedule_tiles_at(SGGeod::fromCart(viewPos), vis);
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@ -373,7 +373,10 @@ int FGTileMgr::schedule_tiles_at(const SGGeod& location, double range_m)
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// do tile load scheduling.
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// Note that we need keep track of both viewer buckets and fdm buckets.
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if ( state == Running ) {
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SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
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if (last_state != state)
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{
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SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
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}
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if (current_bucket != previous_bucket) {
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// We've moved to a new bucket, we need to schedule any
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// needed tiles for loading.
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@ -386,11 +389,12 @@ int FGTileMgr::schedule_tiles_at(const SGGeod& location, double range_m)
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// save bucket
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previous_bucket = current_bucket;
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} else if ( state == Start || state == Inited ) {
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SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Start || Inited" );
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// do not update bucket yet (position not valid in initial loop)
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state = Running;
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previous_bucket.make_bad();
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}
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last_state = state;
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return 1;
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}
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@ -53,8 +53,8 @@ private:
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Running = 2
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};
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load_state state;
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load_state state, last_state;
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// schedule a tile for loading, returns true when tile is already loaded
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bool sched_tile( const SGBucket& b, double priority,bool current_view, double request_time);
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