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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: Abstract Logger and simplify code (#1207)
* Logger: Rename logger to Logger from dLogger * Logger: Add compile time filename Fix include issues Add writers Add macros Add macro to force compilation * Logger: Replace calls with macros Allows for filename and line number to be logged * Logger: Add comments and remove extra define Logger: Replace with unique_ptr also flush console at exit. regular file writer should be flushed on file close. Logger: Remove constexpr on variable * Logger: Simplify code * Update Logger.cpp
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@@ -4,7 +4,7 @@
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#include "Behavior.h"
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#include "CDActivitiesTable.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "Logger.h"
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#include "BehaviorTemplates.h"
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#include "BehaviorBranchContext.h"
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#include <unordered_map>
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@@ -278,12 +278,12 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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case BehaviorTemplates::BEHAVIOR_MOUNT: break;
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case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
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default:
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//Game::logger->Log("Behavior", "Failed to load behavior with invalid template id (%i)!", templateId);
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//LOG("Failed to load behavior with invalid template id (%i)!", templateId);
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break;
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}
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if (behavior == nullptr) {
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//Game::logger->Log("Behavior", "Failed to load unimplemented template id (%i)!", templateId);
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//LOG("Failed to load unimplemented template id (%i)!", templateId);
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behavior = new EmptyBehavior(behaviorId);
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}
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@@ -306,7 +306,7 @@ BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
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}
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if (templateID == BehaviorTemplates::BEHAVIOR_EMPTY && behaviorId != 0) {
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Game::logger->Log("Behavior", "Failed to load behavior template with id (%i)!", behaviorId);
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LOG("Failed to load behavior template with id (%i)!", behaviorId);
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}
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return templateID;
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@@ -426,7 +426,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
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// Make sure we do not proceed if we are trying to load an invalid behavior
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if (templateInDatabase.behaviorID == 0) {
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Game::logger->Log("Behavior", "Failed to load behavior with id (%i)!", behaviorId);
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LOG("Failed to load behavior with id (%i)!", behaviorId);
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this->m_effectId = 0;
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this->m_effectHandle = nullptr;
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