Converted logging to use log4net.

Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
This commit is contained in:
Jeff Ames
2008-02-05 19:44:27 +00:00
parent 7a61bcff86
commit 6ed5283bc0
173 changed files with 2175 additions and 1950 deletions

View File

@@ -42,6 +42,8 @@ namespace OpenSim.Region.ClientStack
{
public abstract class RegionApplicationBase : BaseOpenSimServer
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
protected AssetCache m_assetCache;
protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
protected NetworkServersInfo m_networkServersInfo;
@@ -75,19 +77,20 @@ namespace OpenSim.Region.ClientStack
m_httpServer = new BaseHttpServer(m_httpServerPort);
m_log.Status("REGION", "Starting HTTP server");
m_log.Info("[REGION]: Starting HTTP server");
m_httpServer.Start();
}
protected abstract void Initialize();
protected void StartLog()
protected void StartConsole()
{
m_log = CreateLog();
MainLog.Instance = m_log;
m_console = CreateConsole();
MainConsole.Instance = m_console;
}
protected abstract LogBase CreateLog();
protected abstract ConsoleBase CreateConsole();
protected abstract PhysicsScene GetPhysicsScene();
protected abstract StorageManager CreateStorageManager(string connectionstring);
@@ -107,7 +110,7 @@ namespace OpenSim.Region.ClientStack
// listenIP = IPAddress.Parse("0.0.0.0");
uint port = (uint) regionInfo.InternalEndPoint.Port;
udpServer = new UDPServer(listenIP, ref port, regionInfo.m_allow_alternate_ports, m_assetCache, m_log, circuitManager);
udpServer = new UDPServer(listenIP, ref port, regionInfo.m_allow_alternate_ports, m_assetCache, circuitManager);
regionInfo.InternalEndPoint.Port = (int)port;
Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
@@ -136,12 +139,12 @@ namespace OpenSim.Region.ClientStack
if (masterAvatar != null)
{
m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToString() + "]");
m_log.Info("[PARCEL]: Found master avatar [" + masterAvatar.UUID.ToString() + "]");
scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
}
else
{
m_log.Verbose("PARCEL", "No master avatar found, using null.");
m_log.Info("[PARCEL]: No master avatar found, using null.");
scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
}