Remove spurious logging

This commit is contained in:
sm
2015-08-31 21:55:18 -07:00
parent 3ef90af341
commit 623dfa4c48
4 changed files with 12 additions and 34 deletions
-19
View File
@@ -5,7 +5,6 @@ import (
"encoding/json"
"errors"
"fmt"
"log"
"golang.org/x/net/websocket"
@@ -28,7 +27,6 @@ type Client struct {
Port int
Server string
StatsReq server.StatsRequest
Verbose bool
Game server.GameParam
boardstate *server.Boardstate
@@ -55,9 +53,6 @@ type decoder interface {
// Negociate runs through the hackerbots negociation protocol.
func (c *Client) Negociate(clientType string) (err error) {
if c.Verbose {
log.Printf("%s: trying to connect to game '%s'", c.Name, c.GameId)
}
c.ws, err = connect(c.Server, c.Port)
if err != nil {
return errors.New(fmt.Sprintf("connection failure: %s", err))
@@ -80,9 +75,6 @@ func (c *Client) Negociate(clientType string) (err error) {
if err != nil || idreq.Type == "failure" {
return errors.New(fmt.Sprintf("failure: %+v", idreq))
}
if c.Verbose {
log.Printf("%s: idreq: %+v", c.Name, idreq)
}
err = websocket.JSON.Send(c.ws, struct {
Type string `json:"type"`
@@ -110,9 +102,6 @@ func (c *Client) Negociate(clientType string) (err error) {
if c.Game.Type != "gameparam" {
return errors.New("didn't receive a good gameparam")
}
if c.Verbose {
log.Printf("%s: game parameters: %+v", c.Name, c.Game)
}
if c.Game.Encoding == "json" {
c.enc = json.NewEncoder(c.ws)
@@ -130,9 +119,6 @@ func (c *Client) Negociate(clientType string) (err error) {
c.Name: c.StatsReq,
},
}
if c.Verbose {
log.Printf("%s: client config: %+v", c.Name, conf)
}
err = websocket.JSON.Send(c.ws, conf)
@@ -146,9 +132,6 @@ func (c *Client) Negociate(clientType string) (err error) {
if !handshake.Success {
return errors.New(handshake.Reason)
}
if c.Verbose {
log.Printf("%s: handshake: %+v", c.Name, handshake)
}
// we don't do anything useful with dstats, but could be interesting to
// pass along to the player?
@@ -173,8 +156,6 @@ func (c *Client) Negociate(clientType string) (err error) {
// server, and passes this along to the embedded Player. Following this it
// sends the server the Player's instruction.
func (c *Client) Play() error {
log.Printf("%s: starting loop", c.Name)
bs := &server.Boardstate{}
var err error
for {