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自学教程:C++ DebugLogger函数代码示例

51自学网 2021-06-01 20:25:43
  C++
这篇教程C++ DebugLogger函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中DebugLogger函数的典型用法代码示例。如果您正苦于以下问题:C++ DebugLogger函数的具体用法?C++ DebugLogger怎么用?C++ DebugLogger使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了DebugLogger函数的21个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: m_player_name

// static member(s)AIClientApp::AIClientApp(const std::vector<std::string>& args) :    m_player_name(""),    m_max_aggression(0){    if (args.size() < 2) {        std::cerr << "The AI client should not be executed directly!  Run freeorion to start the game.";        ExitApp(1);    }    // read command line args    m_player_name = args.at(1);    if (args.size() >=3) {        m_max_aggression = boost::lexical_cast<int>(args.at(2));    }    // Force the log file if requested.    if (GetOptionsDB().Get<std::string>("log-file").empty()) {        const std::string AICLIENT_LOG_FILENAME((GetUserDataDir() / (m_player_name + ".log")).string());        GetOptionsDB().Set("log-file", AICLIENT_LOG_FILENAME);    }    // Force the log threshold if requested.    auto force_log_level = GetOptionsDB().Get<std::string>("log-level");    if (!force_log_level.empty())        OverrideAllLoggersThresholds(to_LogLevel(force_log_level));    InitLoggingSystem(GetOptionsDB().Get<std::string>("log-file"), "AI");    InitLoggingOptionsDBSystem();    InfoLogger() << FreeOrionVersionString();    DebugLogger() << PlayerName() + " ai client initialized.";}
开发者ID:adrianbroher,项目名称:freeorion,代码行数:33,


示例2: Client

boost::statechart::result WaitingForMPJoinAck::react(const JoinGame& msg) {    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) WaitingForMPJoinAck.JoinGame";    Client().Networking().SetPlayerID(msg.m_message.ReceivingPlayer());    return transit<MPLobby>();}
开发者ID:hworpel,项目名称:freeorion,代码行数:7,


示例3: TraceLogger

boost::statechart::result WaitingForTurnData::react(const TurnUpdate& msg) {    TraceLogger(FSM) << "(HumanClientFSM) PlayingGame.TurnUpdate";    int current_turn = INVALID_GAME_TURN;    try {        ExtractTurnUpdateMessageData(msg.m_message,           Client().EmpireID(),    current_turn,                                     Empires(),               GetUniverse(),          GetSpeciesManager(),                                     GetCombatLogManager(),   GetSupplyManager(),     Client().Players());    } catch (...) {        Client().GetClientUI().GetMessageWnd()->HandleLogMessage(UserString("ERROR_PROCESSING_SERVER_MESSAGE") + "/n");        return discard_event();    }    DebugLogger(FSM) << "Extracted TurnUpdate message for turn: " << current_turn;    Client().SetCurrentTurn(current_turn);    // if I am the host, do autosave    if (Client().Networking().PlayerIsHost(Client().PlayerID()))        Client().Autosave();    Client().HandleTurnUpdate();    return transit<PlayingTurn>();}
开发者ID:MatGB,项目名称:freeorion,代码行数:26,


示例4: discard_event

boost::statechart::result MPLobby::react(const LobbyUpdate& msg) {    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) MPLobby.LobbyUpdate";    MultiplayerLobbyData lobby_data;    ExtractMessageData(msg.m_message, lobby_data);    Client().GetClientUI()->GetMultiPlayerLobbyWnd()->LobbyUpdate(lobby_data);    return discard_event();}
开发者ID:hworpel,项目名称:freeorion,代码行数:7,


示例5: DebugLogger

void ProductionWnd::UpdateQueue() {    DebugLogger() << "ProductionWnd::UpdateQueue()";    ScopedTimer timer("ProductionWnd::UpdateQueue");    m_queue_wnd->SetEmpire(m_empire_shown_id);    QueueListBox* queue_lb = m_queue_wnd->GetQueueListBox();    std::size_t first_visible_queue_row = std::distance(queue_lb->begin(), queue_lb->FirstRowShown());    queue_lb->Clear();    const Empire* empire = GetEmpire(m_empire_shown_id);    if (!empire)        return;    const ProductionQueue& queue = empire->GetProductionQueue();    int i = 0;    for (ProductionQueue::const_iterator it = queue.begin(); it != queue.end(); ++it, ++i) {        QueueRow* row = new QueueRow(queue_lb->RowWidth(), *it, i);        GG::Connect(row->RowQuantChangedSignal,     &ProductionWnd::ChangeBuildQuantityBlockSlot, this);        queue_lb->Insert(row);    }    if (!queue_lb->Empty())        queue_lb->BringRowIntoView(--queue_lb->end());    if (first_visible_queue_row < queue_lb->NumRows())        queue_lb->BringRowIntoView(boost::next(queue_lb->begin(), first_visible_queue_row));}
开发者ID:Ouaz,项目名称:freeorion,代码行数:28,


示例6: DeleteSideBars

void GraphicalSummaryWnd::GenerateGraph() {    DeleteSideBars();    m_sizer.reset(new BarSizer(m_summaries, ClientSize()));    for (std::map<int, CombatSummary>::iterator it = m_summaries.begin(); it != m_summaries.end(); ++it) {        if (it->second.total_max_health > EPSILON) {            it->second.Sort();            SideBar* box = new SideBar(it->second, *m_sizer);            m_side_boxes.push_back(box);            AttachChild(box);        }    }    if (m_options_bar) {        DebugLogger() << "GraphicalSummaryWnd::GenerateGraph(): m_options_bar "                         "already exists, calling DeleteChild(m_options_bar) "                         "before creating a new one.";        DeleteChild(m_options_bar);    }    m_options_bar = new OptionsBar(m_sizer);    AttachChild(m_options_bar);    GG::Connect(m_options_bar->ChangedSignal,                &GraphicalSummaryWnd::HandleButtonChanged,                this);    MinSizeChangedSignal();    DoLayout();}
开发者ID:spikethehobbitmage,项目名称:freeorion,代码行数:29,


示例7: ExtractMessageData

boost::statechart::result PlayingGame::react(const EndGame& msg) {    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingGame.EndGame";    Message::EndGameReason reason;    std::string reason_player_name;    ExtractMessageData(msg.m_message, reason, reason_player_name);    std::string reason_message;    bool error = false;    switch (reason) {    case Message::LOCAL_CLIENT_DISCONNECT:        Client().EndGame(true);        reason_message = UserString("SERVER_LOST");        break;    case Message::PLAYER_DISCONNECT:        Client().EndGame(true);        reason_message = boost::io::str(FlexibleFormat(UserString("PLAYER_DISCONNECTED")) % reason_player_name);        error = true;        break;    }    //Note: Any transit<> transition must occur before the MessageBox().    // MessageBox blocks and can allow other events to transit<> to a new state    // which makes this transit fatal.    boost::statechart::result retval = transit<IntroMenu>();    ClientUI::MessageBox(reason_message, error);    return retval;}
开发者ID:Ouaz,项目名称:freeorion,代码行数:25,


示例8: Base

////////////////////////////////////////////////////////////// IntroMenu////////////////////////////////////////////////////////////IntroMenu::IntroMenu(my_context ctx) :    Base(ctx){    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) IntroMenu";    Client().KillServer();    Client().GetClientUI()->ShowIntroScreen();}
开发者ID:Ouaz,项目名称:freeorion,代码行数:10,


示例9: ExtractMessageData

boost::statechart::result PlayingGame::react(const EndGame& msg) {    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingGame.EndGame";    Message::EndGameReason reason;    std::string reason_player_name;    ExtractMessageData(msg.m_message, reason, reason_player_name);    std::string reason_message;    bool error = false;    switch (reason) {    case Message::LOCAL_CLIENT_DISCONNECT:        Client().EndGame(true);        reason_message = UserString("SERVER_LOST");        break;    case Message::PLAYER_DISCONNECT:        Client().EndGame(true);        reason_message = boost::io::str(FlexibleFormat(UserString("PLAYER_DISCONNECTED")) % reason_player_name);        error = true;        break;    case Message::YOU_ARE_ELIMINATED:        Client().EndGame(true);        reason_message = UserString("PLAYER_DEFEATED");        break;    }    ClientUI::MessageBox(reason_message, error);    Client().Remove(Client().GetClientUI()->GetMapWnd());    Client().GetClientUI()->GetMapWnd()->RemoveWindows();    Client().Networking().SetHostPlayerID(Networking::INVALID_PLAYER_ID);    Client().Networking().SetPlayerID(Networking::INVALID_PLAYER_ID);    return transit<IntroMenu>();}
开发者ID:hworpel,项目名称:freeorion,代码行数:29,


示例10: DebugLogger

HullTypeManager::HullTypeManager() {    if (s_instance)        throw std::runtime_error("Attempted to create more than one HullTypeManager.");    s_instance = this;    parse::ship_hulls(GetResourceDir() / "ship_hulls.txt", m_hulls);    if (GetOptionsDB().Get<bool>("verbose-logging")) {        DebugLogger() << "Hull Types:";        for (iterator it = begin(); it != end(); ++it) {            const HullType* h = it->second;            DebugLogger() << " ... " << h->Name();        }    }}
开发者ID:TeoTwawki,项目名称:freeorion,代码行数:16,


示例11: DebugLogger

void HumanClientApp::KillServer() {    DebugLogger() << "HumanClientApp::KillServer()";    m_server_process.Kill();    m_networking.SetPlayerID(Networking::INVALID_PLAYER_ID);    m_networking.SetHostPlayerID(Networking::INVALID_PLAYER_ID);    SetEmpireID(ALL_EMPIRES);}
开发者ID:Deepsloth,项目名称:freeorion,代码行数:7,


示例12: TraceLogger

boost::statechart::result QuittingGame::react(const ShutdownServer& u) {    TraceLogger(FSM) << "(HumanClientFSM) QuittingGame.ShutdownServer";    if (!m_server_process) {        ErrorLogger(FSM) << "m_server_process is nullptr";        post_event(TerminateServer());        return discard_event();    }    if (m_server_process->Empty()) {        if (Client().Networking().IsTxConnected()) {            WarnLogger(FSM) << "Disconnecting from server that is already killed.";            Client().Networking().DisconnectFromServer();        }        post_event(TerminateServer());        return discard_event();    }    if (Client().Networking().IsTxConnected()) {        DebugLogger(FSM) << "Sending server shutdown message.";        Client().Networking().SendMessage(ShutdownServerMessage());        post_event(WaitForDisconnect());    } else {        post_event(TerminateServer());    }    return discard_event();}
开发者ID:cpeosphoros,项目名称:freeorion,代码行数:29,


示例13: Base

////////////////////////////////////////////////////////////// MPLobby////////////////////////////////////////////////////////////MPLobby::MPLobby(my_context ctx) :    Base(ctx){    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) MPLobby";    Client().Register(Client().GetClientUI()->GetMultiPlayerLobbyWnd());}
开发者ID:hworpel,项目名称:freeorion,代码行数:10,


示例14: Base

////////////////////////////////////////////////////////////// PlayingTurn////////////////////////////////////////////////////////////PlayingTurn::PlayingTurn(my_context ctx) :    Base(ctx){    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingTurn";    Client().Register(Client().GetClientUI()->GetMapWnd());    Client().GetClientUI()->GetMapWnd()->InitTurn();    // TODO: reselect last fleet if stored in save game ui data?    Client().GetClientUI()->GetMessageWnd()->HandleGameStatusUpdate(        boost::io::str(FlexibleFormat(UserString("TURN_BEGIN")) % CurrentTurn()) + "/n");    Client().GetClientUI()->GetMessageWnd()->HandlePlayerStatusUpdate(Message::PLAYING_TURN, Client().PlayerID());    Client().GetClientUI()->GetPlayerListWnd()->Refresh();    Client().GetClientUI()->GetPlayerListWnd()->HandlePlayerStatusUpdate(Message::PLAYING_TURN, Client().PlayerID());    if (Client().GetApp()->GetClientType() != Networking::CLIENT_TYPE_HUMAN_OBSERVER)        Client().GetClientUI()->GetMapWnd()->EnableOrderIssuing(true);    if (Client().GetApp()->GetClientType() == Networking::CLIENT_TYPE_HUMAN_OBSERVER) {        // observers can't do anything but wait for the next update, and need to        // be back in WaitingForTurnData, so posting TurnEnded here has the effect        // of keeping observers in the WaitingForTurnData state so they can receive        // updates from the server.        post_event(TurnEnded());    } else if (Client().GetApp()->GetClientType() == Networking::CLIENT_TYPE_HUMAN_PLAYER) {        if (Client().GetClientUI()->GetMapWnd()->AutoEndTurnEnabled()) {            // if in-game-GUI auto turn advance enabled, set auto turn counter to 1            Client().InitAutoTurns(1);        }        if (Client().AutoTurnsLeft() <= 0 &&            GetOptionsDB().Get<bool>("auto-quit"))        {            // if no auto turns left, and supposed to quit after that, quit            DebugLogger() << "auto-quit ending game.";            std::cout << "auto-quit ending game." << std::endl;            Client().EndGame(true);            throw HumanClientApp::CleanQuit();        }        // if there are still auto turns left, advance the turn automatically,        // and decrease the auto turn counter        if (Client().AutoTurnsLeft() > 0) {            post_event(AdvanceTurn());            Client().DecAutoTurns();        }    }}
开发者ID:TeoTwawki,项目名称:freeorion,代码行数:50,


示例15: NumPlayableSpecies

const std::string& SpeciesManager::SequentialPlayableSpeciesName(int id) const {    if (NumPlayableSpecies() <= 0)        return EMPTY_STRING;    int species_idx = id % NumPlayableSpecies();    DebugLogger() << "SpeciesManager::SequentialPlayableSpeciesName has " << NumPlayableSpecies() << " and is given id " << id << " yielding index " << species_idx;    return std::next(playable_begin(), species_idx)->first;}
开发者ID:adrianbroher,项目名称:freeorion,代码行数:8,


示例16: DebugLogger

void Species::AddHomeworld(int homeworld_id) {    if (!GetUniverseObject(homeworld_id))        DebugLogger() << "Species asked to add homeworld id " << homeworld_id << " but there is no such object in the Universe";    if (m_homeworlds.find(homeworld_id) != m_homeworlds.end())        return;    m_homeworlds.insert(homeworld_id);    // TODO if needed: StateChangedSignal();}
开发者ID:Blue42hand,项目名称:freeorion,代码行数:8,


示例17: DebugLogger

void InGameMenu::Save() {    DebugLogger() << "InGameMenu::Save";    HumanClientApp* app = HumanClientApp::GetApp();    if (!app)        return;    if (!app->CanSaveNow()) {        ErrorLogger() << "InGameMenu::Save aborting; Client app can't save now";        return;    }    const std::string SAVE_GAME_EXTENSION =        app->SinglePlayerGame() ?        SP_SAVE_FILE_EXTENSION : MP_SAVE_FILE_EXTENSION;    try {        std::string filename;        // When saving in multiplayer, you cannot see the old saves or        // browse directories, only give a save file name.        if (app->SinglePlayerGame()) {            DebugLogger() << "... running save file dialog";            SaveFileDialog dlg(SAVE_GAME_EXTENSION);            dlg.Run();            filename = dlg.Result();        } else {            /// Multiplayer save. Talk to the server.            filename = app->SelectSaveFile();        }        if (!filename.empty()) {            if (!app->CanSaveNow()) {                ErrorLogger() << "InGameMenu::Save aborting; Client app can't save now";                throw std::runtime_error(UserString("UNABLE_TO_SAVE_NOW_TRY_AGAIN"));            }            DebugLogger() << "... initiating save to " << filename ;            app->SaveGame(filename);            CloseClicked();            DebugLogger() << "... save done";        }        } catch (const std::exception& e) {        ErrorLogger() << "Exception thrown attempting save: " << e.what();        ClientUI::MessageBox(e.what(), true);    }}
开发者ID:Deepsloth,项目名称:freeorion,代码行数:45,


示例18: LoadPlayerSaveHeaderData

void LoadPlayerSaveHeaderData(const std::string& filename, std::vector<PlayerSaveHeaderData>& player_save_header_data) {    SaveGamePreviewData ignored_save_preview_data;    ServerSaveGameData  ignored_server_save_game_data;    GalaxySetupData     ignored_galaxy_setup_data;    ScopedTimer timer("LoadPlayerSaveHeaderData: " + filename, true);    try {        DebugLogger() << "Reading player save game data from: " << filename;        fs::path path = FilenameToPath(filename);        fs::ifstream ifs(path, std::ios_base::binary);        if (!ifs)            throw std::runtime_error(UNABLE_TO_OPEN_FILE);        try {            // first attempt binary deserialziation            DebugLogger() << "Attempting binary deserialization...";            freeorion_bin_iarchive ia(ifs);            ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);            ia >> BOOST_SERIALIZATION_NVP(ignored_galaxy_setup_data);            ia >> BOOST_SERIALIZATION_NVP(ignored_server_save_game_data);            ia >> BOOST_SERIALIZATION_NVP(player_save_header_data);        } catch (...) {            // if binary deserialization failed, try more-portable XML deserialization            DebugLogger() << "Trying again with XML deserialization...";            // reset to start of stream (attempted binary serialization will have consumed some input...)            boost::iostreams::seek(ifs, 0, std::ios_base::beg);            freeorion_xml_iarchive ia(ifs);            ia >> BOOST_SERIALIZATION_NVP(ignored_save_preview_data);            ia >> BOOST_SERIALIZATION_NVP(ignored_galaxy_setup_data);            ia >> BOOST_SERIALIZATION_NVP(ignored_server_save_game_data);            ia >> BOOST_SERIALIZATION_NVP(player_save_header_data);        }        // skipping additional deserialization which is not needed for this function        DebugLogger() << "Done reading player save game data...";    } catch (const std::exception& e) {        ErrorLogger() << UserString("UNABLE_TO_READ_SAVE_FILE") << " LoadPlayerSaveGameData exception: " << ": " << e.what();        throw e;    }}
开发者ID:Hacklin,项目名称:freeorion,代码行数:45,


示例19:

boost::statechart::result MPLobby::react(const Disconnection& d) {    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) MPLobby.Disconnection";    //Note: Any transit<> transition must occur before the MessageBox().    // MessageBox blocks and can allow other events to transit<> to a new state    // which makes this transit fatal.    boost::statechart::result retval = transit<IntroMenu>();    ClientUI::MessageBox(UserString("SERVER_LOST"), true);    return retval;}
开发者ID:Ouaz,项目名称:freeorion,代码行数:9,


示例20: CheckPendingSpecialsTypes

unsigned int SpecialsManager::GetCheckSum() const {    CheckPendingSpecialsTypes();    unsigned int retval{0};    for (auto const& name_type_pair : m_specials)        CheckSums::CheckSumCombine(retval, name_type_pair);    CheckSums::CheckSumCombine(retval, m_specials.size());    DebugLogger() << "SpecialsManager checksum: " << retval;    return retval;}
开发者ID:Vezzra,项目名称:freeorion,代码行数:9,


示例21: Client

boost::statechart::result PlayingGame::react(const ResetToIntroMenu& msg) {    if (TRACE_EXECUTION) DebugLogger() << "(HumanClientFSM) PlayingGame.ResetToIntroMenu";    Client().GetClientUI()->GetMessageWnd()->HandleGameStatusUpdate(UserString("RETURN_TO_INTRO") + "/n");    Client().Remove(Client().GetClientUI()->GetMapWnd());    Client().Networking().SetHostPlayerID(Networking::INVALID_PLAYER_ID);    Client().Networking().SetPlayerID(Networking::INVALID_PLAYER_ID);    return transit<IntroMenu>();}
开发者ID:TeoTwawki,项目名称:freeorion,代码行数:9,



注:本文中的DebugLogger函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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