Add a ton of debug logging

This commit is contained in:
Vortrex
2021-01-15 03:40:05 -06:00
parent 8ce1f8dd93
commit 96c5c360b9

View File

@@ -67,12 +67,14 @@ function addAllNetworkHandlers() {
// ---------------------------------------------------------------------------
function updatePlayerNameTag(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending ${getPlayerDisplayForConsole(client)}'s updated nametag to all players`);
triggerNetworkEvent("ag.nametag", null, client.name, getPlayerNameForNameTag(client), getPlayerColour(client), false, client.ping);
}
// ---------------------------------------------------------------------------
function updateAllPlayerNameTags() {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending updated nametags to all players`);
let clients = getClients();
for(let i in clients) {
updatePlayerNameTag(clients[i]);
@@ -82,6 +84,7 @@ function updateAllPlayerNameTags() {
// ---------------------------------------------------------------------------
function updatePlayerPing(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending ${getPlayerDisplayForConsole(client)}'s ping to all players`);
triggerNetworkEvent("ag.ping", null, client.name, client.ping);
}
@@ -115,55 +118,56 @@ function playerClientStarted(client) {
// ---------------------------------------------------------------------------
function showGameMessage(client, text, colour, duration) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing game message to ${getPlayerDisplayForConsole(client)} (${text}) for ${duration} milliseconds`);
triggerNetworkEvent("ag.smallGameMessage", client, text, colour, duration);
}
// ---------------------------------------------------------------------------
function enableCityAmbienceForPlayer(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
triggerNetworkEvent("ag.ambience", client, true);
}
// ---------------------------------------------------------------------------
function disableCityAmbienceForPlayer(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
triggerNetworkEvent("ag.ambience", client, false);
}
// ---------------------------------------------------------------------------
function clearPlayerOwnedPeds(client) {
logToConsole(LOG_DEBUG, `[Asshat.Utilities] Clearing peds owned by ${getPlayerDisplayForConsole(client)}`);
logToConsole(LOG_DEBUG, `[Asshat.Client] Clearing peds owned by ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.clearPeds", client);
}
// ---------------------------------------------------------------------------
function updatePlayerJobType(client) {
triggerNetworkEvent("ag.jobType", client, getJobIndexFromDatabaseId(getPlayerCurrentSubAccount(client).job));
}
// ---------------------------------------------------------------------------
function updatePlayerSpawnedState(client, state) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s spawned state ${toUpperCase(getOnOffFromBool(state))}`);
triggerNetworkEvent("ag.spawned", client, state);
}
// ---------------------------------------------------------------------------
function setPlayerControlState(client, state) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s control state ${toUpperCase(getOnOffFromBool(state))}`);
triggerNetworkEvent("ag.control", client, state);
}
// ---------------------------------------------------------------------------
function updatePlayerShowLogoState(client, state) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s logo state ${toUpperCase(getOnOffFromBool(state))}`);
triggerNetworkEvent("ag.logo", client, state);
}
// ---------------------------------------------------------------------------
function restorePlayerCamera(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Restoring ${getPlayerDisplayForConsole(client)}'s camera`);
triggerNetworkEvent("ag.restoreCamera", client);
}
@@ -176,12 +180,14 @@ function setPlayer2DRendering(client, hudState = false, labelState = false, smal
// ---------------------------------------------------------------------------
function syncPlayerProperties(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to sync ${getPlayerDisplayForConsole(client)}'s player ped properties`);
triggerNetworkEvent("ag.player.sync", null, client.player);
}
// ---------------------------------------------------------------------------
function updatePlayerSnowState(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting ${getPlayerDisplayForConsole(client)}'s snow state (Falling: ${toUpperCase(getOnOffFromBool(getServerConfig().fallingSnow))}, Ground: ${toUpperCase(getOnOffFromBool(getServerConfig().groundSnow))})`);
triggerNetworkEvent("ag.snow", client, getServerConfig().fallingSnow, getServerConfig().groundSnow);
}
@@ -201,7 +207,7 @@ function sendExcludedModelsForGroundSnowToPlayer(client) {
function sendRemovedWorldObjectsToPlayer(client) {
if(getGameConfig().removedWorldObjects[getServerGame()].length > 0) {
for(let i in getGameConfig().removedWorldObjects[getServerGame()]) {
logToConsole(LOG_DEBUG, `[Asshat.Misc] Sending removed world object ${i} (${getGameConfig().removedWorldObjects[getServerGame()][i].model}) to ${client.name}`);
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending removed world object ${i} (${getGameConfig().removedWorldObjects[getServerGame()][i].model}) to ${client.name}`);
triggerNetworkEvent("ag.removeWorldObject", client, getGameConfig().removedWorldObjects[getServerGame()][i].model, getGameConfig().removedWorldObjects[getServerGame()][i].position, getGameConfig().removedWorldObjects[getServerGame()][i].range);
}
}
@@ -211,6 +217,7 @@ function sendRemovedWorldObjectsToPlayer(client) {
// ---------------------------------------------------------------------------
function updatePlayerHotBar(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending updated hotbar data to ${getPlayerDisplayForConsole(client)}`);
let tempHotBarItems = [];
for(let i in getPlayerData(client).hotBarItems) {
let itemImage = "";
@@ -231,192 +238,231 @@ function updatePlayerHotBar(client) {
// ---------------------------------------------------------------------------
function setPlayerWeaponDamageEnabled(client, state) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending weapon damage state for ${getPlayerDisplayForConsole(client)} to all players`);
triggerNetworkEvent("ag.weaponDamageEnabled", null, client.name, state);
}
// ---------------------------------------------------------------------------
function setPlayerWeaponDamageEvent(client, eventType) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending weapon damage event (${eventType}) for ${getPlayerDisplayForConsole(client)} to all players`);
triggerNetworkEvent("ag.weaponDamageEvent", null, client.name, eventType);
}
// ---------------------------------------------------------------------------
function sendJobRouteStopToPlayer(client, position, colour) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending job route stop data to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.showJobRouteStop", client, position, colour);
}
// ---------------------------------------------------------------------------
function showPlayerLoginSuccessGUI(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending login success GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.loginSuccess", client);
}
// ---------------------------------------------------------------------------
function showPlayerLoginFailedGUI(client, errorMessage) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending login failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.loginFailed", client, errorMessage);
}
// ---------------------------------------------------------------------------
function showPlayerRegistrationSuccessGUI(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending registration success GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.registrationSuccess", client);
}
// ---------------------------------------------------------------------------
function showPlayerRegistrationFailedGUI(client, errorMessage) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending registration failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.registrationFailed", client, errorMessage);
}
// ---------------------------------------------------------------------------
function sendPlayerGUIColours(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending GUI colours to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.guiColour", client, getServerConfig().guiColour[0], getServerConfig().guiColour[1], getServerConfig().guiColour[2]);
}
// ---------------------------------------------------------------------------
function sendPlayerGUIInit(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending GUI init signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.guiInit", client);
}
// ---------------------------------------------------------------------------
function showPlayerLoginGUI(client, errorMessage = "") {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show login GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.showLogin", client);
}
// ---------------------------------------------------------------------------
function showPlayerRegistrationGUI(client, errorMessage = "") {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show registration GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.showRegistration", client);
}
// ---------------------------------------------------------------------------
function showPlayerNewCharacterGUI(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show new character GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.showNewCharacter", client);
}
// ---------------------------------------------------------------------------
function showPlayerCharacterSelectGUI(client, firstName, lastName, placeOfOrigin, dateOfBirth, skin) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.showCharacterSelect", client, firstName, lastName, placeOfOrigin, dateOfBirth, skin);
}
// ---------------------------------------------------------------------------
function updatePlayerCharacterSelectGUI(client, firstName, lastName, placeOfOrigin, dateOfBirth, skin) {
triggerNetworkEvent("ag.showCharacterSelect", client, firstName, lastName, placeOfOrigin, dateOfBirth, skin);
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending update character select GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.switchCharacterSelect", client, firstName, lastName, placeOfOrigin, dateOfBirth, skin);
}
// ---------------------------------------------------------------------------
function showPlayerCharacterSelectSuccessGUI(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select success GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.characterSelectSuccess", client);
}
// ---------------------------------------------------------------------------
function showPlayerCharacterSelectFailedGUI(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending character select failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.characterSelectFailed", client);
}
// ---------------------------------------------------------------------------
function showPlayerPromptGUI(client, promptMessage, promptTitle) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending show prompt GUI signal to ${getPlayerDisplayForConsole(client)} (Title: ${promptTitle}, Message: ${promptMessage})`);
triggerNetworkEvent("ag.showPrompt", client, promptMessage, promptTitle);
}
// ---------------------------------------------------------------------------
function sendRunCodeToClient(client, code, returnTo) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending runcode to ${getPlayerDisplayForConsole(client)} (returnTo: ${getPlayerDisplayForConsole(getClientFromIndex(returnTo))}, Code: ${code})`);
triggerNetworkEvent("ag.runCode", client, code, returnTo);
}
// ---------------------------------------------------------------------------
function sendPlayerWorkingState(client, state) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending working state (${toUpperCase(getYesNoFromBool(state))}) to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.working", client, state);
}
// ---------------------------------------------------------------------------
function sendPlayerJobType(client, jobType) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending job type (${jobType}) to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.jobType", client, jobType);
}
// ---------------------------------------------------------------------------
function sendPlayerStopJobRoute(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to abort job route to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.stopJobRoute", client);
}
// ---------------------------------------------------------------------------
function sendPlayerMouseCameraToggle(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to toggle mouse camera ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.mouseCamera", client);
}
// ---------------------------------------------------------------------------
function sendPlayerMouseCursorToggle(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to toggle mouse cursor ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.mouseCursor", client);
}
// ---------------------------------------------------------------------------
function sendAddAccountKeyBindToClient(client, key, keyState) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending added keybind to ${getPlayerDisplayForConsole(client)} (Key: ${sdl.getKeyName(key)}, State: ${(keyState) ? "down" : "up"})`);
triggerNetworkEvent("ag.addKeyBind", client, toInteger(key), (keyState) ? KEYSTATE_DOWN : KEYSTATE_UP);
}
// ---------------------------------------------------------------------------
function sendRemoveAccountKeyBindToClient(client, key, keyState) {
function sendRemoveAccountKeyBindToClient(client, key) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending deleted keybind to ${getPlayerDisplayForConsole(client)} (Key: ${sdl.getKeyName(key)})`);
triggerNetworkEvent("ag.delKeyBind", client, toInteger(key));
}
// ---------------------------------------------------------------------------
function sendPlayerSetPosition(client, position) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set position signal to ${getPlayerDisplayForConsole(client)} (Position: ${position.x}, ${position.y}, ${position.z})`);
triggerNetworkEvent("ag.position", client, position);
}
// ---------------------------------------------------------------------------
function sendPlayerSetHeading(client, heading) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set heading signal to ${getPlayerDisplayForConsole(client)} (Heading: ${heading})`);
triggerNetworkEvent("ag.heading", client, heading);
}
// ---------------------------------------------------------------------------
function sendPlayerSetInterior(client, interior) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set heading signal to ${getPlayerDisplayForConsole(client)} (Interior: ${interior})`);
triggerNetworkEvent("ag.interior", client, interior);
}
// ---------------------------------------------------------------------------
function sendPlayerFrozenState(client, state) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending set heading signal to ${getPlayerDisplayForConsole(client)} (State: ${toUpperCase(getYesNoFromBool(state))})`);
triggerNetworkEvent("ag.frozen", client, state);
}
// ---------------------------------------------------------------------------
function givePlayerWeapon(client, weaponId, ammo, active) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to give weapon (Weapon: ${weaponId}, Ammo: ${ammo})`);
triggerNetworkEvent("ag.giveWeapon", client, weaponId, ammo, active);
}
// ---------------------------------------------------------------------------
function clearPlayerWeapons(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending signal to ${getPlayerDisplayForConsole(client)} to clear weapons`);
triggerNetworkEvent("ag.clearWeapons", client);
}
// ---------------------------------------------------------------------------
function showPlayerNewCharacterFailedGUI(client, errorMessage) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending new character failed GUI signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.newCharacterFailed", client, errorMessage);
}
// ---------------------------------------------------------------------------
function sendPlayerRemoveFromVehicle(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Sending remove from vehicle signal to ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.removeFromVehicle", client);
}
@@ -429,30 +475,35 @@ function sendChatBoxMessageToPlayer(client, message, colour) {
// ---------------------------------------------------------------------------
function showPlayerItemTakeDelay(client, itemId) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item take delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(itemId).itemTypeIndex).takeDelay} milliseconds)`);
triggerNetworkEvent("ag.showItemActionDelay", client, getItemTypeData(getItemData(itemId).itemTypeIndex).takeDelay);
}
// ---------------------------------------------------------------------------
function showPlayerItemUseDelay(client, itemSlot) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item use delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).useDelay} milliseconds)`);
triggerNetworkEvent("ag.showItemActionDelay", client, getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).useDelay);
}
// ---------------------------------------------------------------------------
function showPlayerItemDropDelay(client, itemSlot) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item drop delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).dropDelay} milliseconds)`);
triggerNetworkEvent("ag.showItemActionDelay", client, getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).dropDelay);
}
// ---------------------------------------------------------------------------
function showPlayerItemPickupDelay(client, itemId) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item pickup delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(itemId).itemTypeIndex).pickupDelay} milliseconds)`);
triggerNetworkEvent("ag.showItemActionDelay", client, getItemTypeData(getItemData(itemId).itemTypeIndex).pickupDelay);
}
// ---------------------------------------------------------------------------
function showPlayerItemPutDelay(client, itemSlot) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item put delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).putDelay} milliseconds)`);
triggerNetworkEvent("ag.showItemActionDelay", client, getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).putDelay);
}
@@ -461,11 +512,14 @@ function showPlayerItemPutDelay(client, itemSlot) {
function showPlayerItemSwitchDelay(client, itemSlot) {
if(itemSlot != -1) {
if(getPlayerData(client).hotBarItems[itemSlot] != -1) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (${getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).switchDelay} milliseconds)`);
triggerNetworkEvent("ag.showItemActionDelay", client, getItemTypeData(getItemData(getPlayerData(client).hotBarItems[itemSlot]).itemTypeIndex).switchDelay);
} else {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`);
playerSwitchItem(client, itemSlot);
}
} else {
logToConsole(LOG_DEBUG, `[Asshat.Client] Showing item switch delay to ${getPlayerDisplayForConsole(client)} (instant)`);
playerSwitchItem(client, itemSlot);
}
}
@@ -473,13 +527,37 @@ function showPlayerItemSwitchDelay(client, itemSlot) {
// ---------------------------------------------------------------------------
function sendPlayerDrunkEffect(client, amount, duration) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Setting drunk effect for ${getPlayerDisplayForConsole(client)} to ${amount} for ${duration} milliseconds`);
triggerNetworkEvent("ag.drunkEffect", client, amount, duration);
}
// ---------------------------------------------------------------------------
function sendPlayerClearPedState(client) {
logToConsole(LOG_DEBUG, `[Asshat.Client] Clearing ped state for ${getPlayerDisplayForConsole(client)}`);
triggerNetworkEvent("ag.clearPedState", client);
}
// ---------------------------------------------------------------------------
function playerDamagedByPlayer(client, damagerPed, weaponId, pedPiece) {
let damagerClient = getClientFromPlayerElement(damagerPed);
if(!getPlayerData(damagerClient) || !getPlayerData(client)) {
return false;
}
switch(getPlayerData(damagerClient).weaponDamageEvent) {
case AG_WEAPON_DAMAGE_EVENT_TAZER:
if(!isPlayerTazed(client) && !isPlayerHandCuffed(client) && !isPlayerInAnyVehicle(client)) {
meActionToNearbyPlayers(client, `electrifies ${getCharacterFullName(damagerClient)} with their tazer`);
tazePlayer(client);
}
break;
default:
break;
}
}
// ---------------------------------------------------------------------------