* Some cleanups (spaces, commented out references updated).
* LogManager implement INotifyReload, but gets processed extra (not
added with addComponent).
This is the first simple version, just setting debug for all checks for
the player(s). It can only be undone by removing the data, e.g. with
"ncp remove (player)", reloading does it too, but is much heavier.
For debug output now data.debug is used instead of config.debug, so the
data is initialized with the config.debug value. As an effect of this,
removing the data or reloading will override flags that have been set by
means of API-access only.
Affected:
* Adds getDebug and setDebug to ICheckData.
* Adds appropriate configs to all constructors of check data.
* Some per-check debug flags have been removed.
Extras:
* spaces
* import cleanup.
* Remove on-ground check.
* Always increase VL by 1, because clients could control it anyway.
* Skip if the player is in a vehicle.
* Remove adapting to lag.
* All logging is also going into the log file (always), debug output is
mostly/only going into the log file. File logging uses an asynchronously
processed queue now (!).
* Specify an existing directory (e.g. logs) and log files will named
after date + sequence number, changing with every reloading of the
configuration.
* Console and ingame logging remain within the primary thread.
* No extra configurability for customization, yet.
* Not all places have been cleaned up, concerning log levels. target
streams and package naming.
* Work in progress.
Hinting at further changes to unify permission access and caching. Later
permission caching can also be done for moving checks, though checking
for the current thread may be exchanged in favor of config flags.
Generic configuration will allow to set individual timeouts for checks,
check groups and default. There could also be change policies like
"world change only", possibly listening to permission updates, if
feasible.
CheckData / AsyncCheckData are not as simple to unify, if we want to
keep the footprint as low as possible there. There could even be more
implementations to match different policies.