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feat(Core/Logging): rework logging (#4692)
* feat(Core/Logging): rework logging * correct level for sql.sql * del unused config options * Correct build * correct after merge * whitespace 20:29:37 1. 'Player.cpp'. Replace (1) 20:29:37 2. 'ObjectMgr.cpp'. Replace (3) * 1 * correct logging * correct affter merge * 1 * 2 * LOG_LEVEL_WARN * #include "AppenderDB.h" * 3 * 4 * 5 * 1. 'WorldSocket.cpp'. Replace (1) * 6 * 1
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@@ -42,7 +42,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRange
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Map* map = creature->GetMap();
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
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LOG_ERROR("server", "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
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return;
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}
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@@ -65,7 +65,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRange
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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{
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sLog->outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
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LOG_ERROR("server", "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
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return;
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}
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@@ -152,7 +152,7 @@ void CreatureAI::EnterEvadeMode()
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return;
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
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LOG_DEBUG("entities.unit", "Creature %u enters evade mode.", me->GetEntry());
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#endif
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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