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Logging code back in
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@ -96,7 +96,7 @@ public class War extends JavaPlugin {
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private final TeamConfigBag teamDefaultConfig = new TeamConfigBag();
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private SpoutDisplayer spoutMessenger = null;
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//private Logger warLogger;
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private Logger warLogger;
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private HubLobbyMaterials warhubMaterials = new HubLobbyMaterials(20, (byte)0, 5, (byte)0, 49, (byte)0, 89, (byte)0); // default floor glass, outline planks, gate obsidian, light glowstone
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@ -249,21 +249,21 @@ public class War extends JavaPlugin {
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this.getServer().getScheduler().scheduleSyncRepeatingTask(this, fadeOutMessagesTask, 100, 100);
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}
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// // Get own log file
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// try {
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// // Create an appending file handler
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// new File(this.getDataFolder() + "/temp/").mkdir();
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// FileHandler handler = new FileHandler(this.getDataFolder() + "/temp/war.log", true);
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//
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// // Add to War-specific logger
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// this.warLogger = Logger.getLogger("com.tommytony.War.log");
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// this.warLogger.setUseParentHandlers(false);
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// Formatter formatter = new WarLogFormatter();
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// handler.setFormatter(formatter);
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// this.warLogger.addHandler(handler);
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// } catch (IOException e) {
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// this.getLogger().log(Level.WARNING, "Failed to create War log file");
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// }
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// Get own log file
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try {
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// Create an appending file handler
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new File(this.getDataFolder() + "/temp/").mkdir();
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FileHandler handler = new FileHandler(this.getDataFolder() + "/temp/war.log", true);
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// Add to War-specific logger
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this.warLogger = Logger.getLogger("com.tommytony.War.log");
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this.warLogger.setUseParentHandlers(false);
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Formatter formatter = new WarLogFormatter();
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handler.setFormatter(formatter);
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this.warLogger.addHandler(handler);
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} catch (IOException e) {
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this.getLogger().log(Level.WARNING, "Failed to create War log file");
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}
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this.log("War v" + this.desc.getVersion() + " is on.", Level.INFO);
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}
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@ -878,9 +878,9 @@ public class War extends JavaPlugin {
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// Log to Bukkit console
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this.getLogger().log(lvl, str);
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// if (this.warLogger != null) {
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// this.warLogger.log(lvl, str);
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// }
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if (this.warLogger != null) {
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this.warLogger.log(lvl, str);
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}
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}
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// the only way to find a zone that has only one corner
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