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@@ -189,7 +189,7 @@ void CClient::run()
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catch (const boost::system::system_error& e)
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{
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logNetwork->error("Lost connection to server, ending listening thread!");
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- logNetwork->errorStream() << e.what();
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+ logNetwork->error(e.what());
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if(!terminate) //rethrow (-> boom!) only if closing connection was unexpected
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{
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logNetwork->error("Something wrong, lost connection while game is still ongoing...");
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@@ -292,12 +292,12 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
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loadCommonState(checkingLoader);
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loader = checkingLoader.decay();
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}
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- logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
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+ logNetwork->info("Loaded common part of save %d ms", tmh.getDiff());
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
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pathInfo = make_unique<CPathsInfo>(getMapSize());
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CGI->mh->init();
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- logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
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+ logNetwork->info("Initing maphandler: %d ms", tmh.getDiff());
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}
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catch(std::exception &e)
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{
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@@ -354,9 +354,9 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
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serv->addStdVecItems(gs); /*why is this here?*/
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//*loader >> *this;
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- logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
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+ logNetwork->info("Loaded client part of save %d ms", tmh.getDiff());
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- logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
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+ logNetwork->info("Sent info to server: %d ms", tmh.getDiff());
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//*serv << clientPlayers;
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serv->enableStackSendingByID();
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@@ -405,7 +405,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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}
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c >> si;
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- logNetwork->infoStream() <<"\tSending/Getting info to/from the server: "<<tmh.getDiff();
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+ logNetwork->info("\tSending/Getting info to/from the server: %d ms", tmh.getDiff());
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c.enableStackSendingByID();
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c.disableSmartPointerSerialization();
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@@ -414,7 +414,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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logNetwork->info("\tCreating gamestate: %i",tmh.getDiff());
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gs->init(si, settings["general"]["saveRandomMaps"].Bool());
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- logNetwork->infoStream() <<"Initializing GameState (together): "<<tmh.getDiff();
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+ logNetwork->info("Initializing GameState (together): %d ms", tmh.getDiff());
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// Now after possible random map gen, we know exact player count.
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// Inform server about how many players client handles
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@@ -439,11 +439,11 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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{
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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CGI->mh->map = gs->map;
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- logNetwork->infoStream() << "Creating mapHandler: " << tmh.getDiff();
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+ logNetwork->info("Creating mapHandler: %d ms", tmh.getDiff());
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CGI->mh->init();
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}
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pathInfo = make_unique<CPathsInfo>(getMapSize());
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- logNetwork->infoStream() << "Initializing mapHandler (together): " << tmh.getDiff();
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+ logNetwork->info("Initializing mapHandler (together): %d ms", tmh.getDiff());
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}
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int humanPlayers = 0;
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@@ -994,7 +994,7 @@ void CServerHandler::startServer()
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serverThread = new boost::thread(&CServerHandler::callServer, this); //runs server executable;
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#endif
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if(verbose)
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- logNetwork->infoStream() << "Setting up thread calling server: " << th.getDiff();
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+ logNetwork->info("Setting up thread calling server: %d ms", th.getDiff());
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}
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void CServerHandler::waitForServer()
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@@ -1021,7 +1021,7 @@ void CServerHandler::waitForServer()
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androidTestServerReadyFlag = false;
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#endif
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if(verbose)
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- logNetwork->infoStream() << "Waiting for server: " << th.getDiff();
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+ logNetwork->info("Waiting for server: %d ms", th.getDiff());
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}
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CConnection * CServerHandler::connectToServer()
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@@ -1037,7 +1037,7 @@ CConnection * CServerHandler::connectToServer()
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#endif
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if(verbose)
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- logNetwork->infoStream()<<"\tConnecting to the server: "<<th.getDiff();
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+ logNetwork->info("\tConnecting to the server: %d ms", th.getDiff());
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return ret;
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}
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