Tim Rightnour wrote: > So an update on these. Please read. > > *_DEBUG_* stuff- Lots of defines to make lots of noise debugging various > things. I think DEBUG is on by default, but the various other ones are not. > Perhaps we should have an levExtremeDebug and just nuke all the ifdefs. Or we > could assume that the bugs are worked out of these, and nuke them.. Well, the code for this should be pretty simple and not make things too unreadable, eg: #ifdef SOME_DEBUG LOG(...) #endif The #ifdefs that toggle 30 or 40 lines of stuff are the ones that really get annoying. Personally, I'd rather keep the debug stuff in. You never know when you may work in some area and really want the debug it provides. The bigger issue is that the crossfire logging mechanism isn't very smart. Ideally, one of the parameters passed to LOG should be the type of message it is (alchemy, combat, map, etc), and then the LOG function sees if we should log those events. Thus, all the LOG functions would always be enabled, it just a matter of turning on which flags are interested. > > PLUGINS - I think this define should go. If it compiles without Python libs, > it should just be the default. I agree. Of course, server may not have plugin support if the system doesn't have the libraries. Given the work going on with plugins, at some point, running the server without plugins may disable a lot of good features. RE all the player save integrity stuff could probably go. EAsy to fake those anyways. And yes, there are lots of bits that are left over from when crossfire was potentially a setuid/setgid program that each user could run, and not the client/server approach currently in use.