From b2bb14a008d4948fd7b8a1e53994623a0ea2edfd Mon Sep 17 00:00:00 2001 From: Zi Ree Date: Wed, 24 Nov 2021 01:26:17 +0100 Subject: [PATCH] Make AOEngine debug messages a bit easier to read. --- indra/newview/aoengine.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/indra/newview/aoengine.cpp b/indra/newview/aoengine.cpp index 014e24f260..d414eeba5d 100644 --- a/indra/newview/aoengine.cpp +++ b/indra/newview/aoengine.cpp @@ -373,7 +373,7 @@ void AOEngine::enableStands(bool enable_stands) void AOEngine::enable(bool enable) { - LL_DEBUGS("AOEngine") << "using " << mLastMotion << " enable " << enable << LL_ENDL; + LL_DEBUGS("AOEngine") << "using " << gAnimLibrary.animationName(mLastMotion) << " enable " << enable << LL_ENDL; mEnabled = enable; if (!mCurrentSet) @@ -437,7 +437,7 @@ void AOEngine::enable(bool enable) } else { - LL_WARNS("AOEngine") << "Unhandled last motion id " << mLastMotion << LL_ENDL; + LL_WARNS("AOEngine") << "Unhandled last motion id " << gAnimLibrary.animationName(mLastMotion) << LL_ENDL; } gAgent.sendAnimationRequest(animation, ANIM_REQUEST_START); @@ -497,7 +497,7 @@ void AOEngine::setStateCycleTimer(const AOSet::AOState* state) const LLUUID AOEngine::override(const LLUUID& pMotion, bool start) { - LL_DEBUGS("AOEngine") << "override(" << pMotion << "," << start << ")" << LL_ENDL; + LL_DEBUGS("AOEngine") << "override(" << gAnimLibrary.animationName(pMotion) << "," << start << ")" << LL_ENDL; LLUUID animation; @@ -539,7 +539,7 @@ const LLUUID AOEngine::override(const LLUUID& pMotion, bool start) // without killing our overrider when logging in or re-enabling if (mLastMotion == pMotion && !start) { - LL_DEBUGS("AOEngine") << "Not overriding motion " << gAnimLibrary.animationName(motion) + LL_DEBUGS("AOEngine") << "Not stop-overriding motion " << gAnimLibrary.animationName(motion) << " within same state." << LL_ENDL; // when stopping a sit motion make sure to stop the cycle point cover-up animation @@ -556,7 +556,7 @@ const LLUUID AOEngine::override(const LLUUID& pMotion, bool start) AOSet::AOState* state = getStateForMotion(motion); if (!state) { - LL_DEBUGS("AOEngine") << "No current AO state for motion " << motion << " (" << gAnimLibrary.animationName(motion) << ")." << LL_ENDL; + LL_DEBUGS("AOEngine") << "No current AO state for motion " << gAnimLibrary.animationName(motion) << LL_ENDL; // This part of the code was added to capture an edge case where animations got stuck // However, it seems it isn't needed anymore and breaks other, more important cases. // So we disable this code for now, unless bad things happen and the stuck animations