fix log level for multiplayer 'received message' logs

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Jesse Plamondon-Willard 2019-03-07 18:19:11 -05:00
parent 87afd4fbf8
commit 448cf30e1b
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GPG Key ID: 7D7C8097B62033CE
2 changed files with 2 additions and 1 deletions

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@ -5,6 +5,7 @@ These changes have not been released yet.
* For players: * For players:
* Fixed Save Backup not pruning old backups if they're uncompressed. * Fixed Save Backup not pruning old backups if they're uncompressed.
* Fixed issues when a farmhand reconnects before the game notices they're disconnected. * Fixed issues when a farmhand reconnects before the game notices they're disconnected.
* Fixed 'received message' logs shown in non-developer mode.
* For modders: * For modders:
* Added `IContentPack.HasFile` method. * Added `IContentPack.HasFile` method.

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@ -433,7 +433,7 @@ namespace StardewModdingAPI.Framework
ModMessageModel model = this.JsonHelper.Deserialise<ModMessageModel>(json); ModMessageModel model = this.JsonHelper.Deserialise<ModMessageModel>(json);
HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs()); HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs());
if (this.Monitor.IsVerbose) if (this.Monitor.IsVerbose)
this.Monitor.Log($"Received message: {json}."); this.Monitor.Log($"Received message: {json}.", LogLevel.Trace);
// notify local mods // notify local mods
if (playerIDs.Contains(Game1.player.UniqueMultiplayerID)) if (playerIDs.Contains(Game1.player.UniqueMultiplayerID))