Updated server logs so admins can see disguised persons

clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
This commit is contained in:
Alex Noir
2017-12-16 20:24:24 +03:00
parent bd646fb23e
commit bdeb3a19fd
21 changed files with 53 additions and 43 deletions
@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
if (user != null)
{
GameServer.Log(user.Name + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
GameServer.Log(user.LogName + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
}
#if CLIENT
@@ -159,7 +159,7 @@ namespace Barotrauma.Items.Components
if (user != null)
{
GameServer.Log(user.Name + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
GameServer.Log(user.LogName + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
}
#if CLIENT
@@ -184,7 +184,7 @@ namespace Barotrauma.Items.Components
{
if (fabricatedItem != null && user != null)
{
GameServer.Log(user.Name + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
GameServer.Log(user.LogName + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
}
IsActive = false;
@@ -157,11 +157,11 @@ namespace Barotrauma.Items.Components
{
if (newFlowPercentage != FlowPercentage)
{
GameServer.Log(c.Character + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
GameServer.Log(c.Character.LogName + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
}
if (newIsActive != IsActive)
{
GameServer.Log(c.Character + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
GameServer.Log(c.Character.LogName + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
}
FlowPercentage = newFlowPercentage;
@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
{
if (Timing.TotalTime >= (float)nextServerLogWriteTime)
{
GameServer.Log(lastUser + " adjusted reactor settings: " +
GameServer.Log(lastUser.LogName + " adjusted reactor settings: " +
"Temperature: " + (int)temperature +
", Fission rate: " + (int)fissionRate +
", Cooling rate: " + (int)coolingRate +