mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r13727) -Fix (r13375): compilation with NO_DEBUG_MESSAGES was broken
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@ -61,7 +61,7 @@ struct DebugLevel {
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#if !defined(NO_DEBUG_MESSAGES)
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#if !defined(NO_DEBUG_MESSAGES)
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void CDECL debug_print(const char *dbg, const char *buf)
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static void debug_print(const char *dbg, const char *buf)
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{
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{
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#if defined(ENABLE_NETWORK)
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#if defined(ENABLE_NETWORK)
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if (_debug_socket != INVALID_SOCKET) {
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if (_debug_socket != INVALID_SOCKET) {
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@ -50,7 +50,6 @@
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extern int _debug_gamelog_level;
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extern int _debug_gamelog_level;
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void CDECL debug(const char *dbg, ...);
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void CDECL debug(const char *dbg, ...);
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void CDECL debug_print(const char *dbg, const char *buf);
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#endif /* NO_DEBUG_MESSAGES */
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#endif /* NO_DEBUG_MESSAGES */
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void SetDebugString(const char *s);
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void SetDebugString(const char *s);
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@ -114,10 +114,12 @@ void GamelogStopAction()
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{
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{
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assert(_gamelog_action_type != GLAT_NONE); // nobody should try to stop if there is no action in progress
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assert(_gamelog_action_type != GLAT_NONE); // nobody should try to stop if there is no action in progress
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bool print = _current_action != NULL;
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_current_action = NULL;
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_current_action = NULL;
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_gamelog_action_type = GLAT_NONE;
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_gamelog_action_type = GLAT_NONE;
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if (_debug_gamelog_level > 4) GamelogPrintDebug();
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if (print) GamelogPrintDebug(5);
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}
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}
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/** Resets and frees all memory allocated - used before loading or starting a new game
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/** Resets and frees all memory allocated - used before loading or starting a new game
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@ -318,14 +320,22 @@ void GamelogPrintConsole()
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GamelogPrint(&GamelogPrintConsoleProc);
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GamelogPrint(&GamelogPrintConsoleProc);
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}
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}
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static int _gamelog_print_level = 0; ///< gamelog debug level we need to print stuff
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static void GamelogPrintDebugProc(const char *s)
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static void GamelogPrintDebugProc(const char *s)
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{
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{
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debug_print("gamelog", s);
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DEBUG(gamelog, _gamelog_print_level, s);
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}
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}
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void GamelogPrintDebug()
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/** Prints gamelog to debug output. Code is executed even when
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* there will be no output. It is called very seldom, so it
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* doesn't matter that much. At least it gives more uniform code...
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* @param level debug level we need to print stuff
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*/
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void GamelogPrintDebug(int level)
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{
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{
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_gamelog_print_level = level;
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GamelogPrint(&GamelogPrintDebugProc);
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GamelogPrint(&GamelogPrintDebugProc);
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}
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}
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@ -25,7 +25,7 @@ void GamelogReset();
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typedef void GamelogPrintProc(const char *s);
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typedef void GamelogPrintProc(const char *s);
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void GamelogPrint(GamelogPrintProc *proc); // needed for WIN32 / WINCE crash.log
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void GamelogPrint(GamelogPrintProc *proc); // needed for WIN32 / WINCE crash.log
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void GamelogPrintDebug();
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void GamelogPrintDebug(int level);
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void GamelogPrintConsole();
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void GamelogPrintConsole();
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void GamelogRevision();
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void GamelogRevision();
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@ -2455,7 +2455,7 @@ bool AfterLoadGame()
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}
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}
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}
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}
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if (_debug_gamelog_level > 0) GamelogPrintDebug();
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GamelogPrintDebug(1);
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return InitializeWindowsAndCaches();
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return InitializeWindowsAndCaches();
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}
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}
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