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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 "EntityManager.h"
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#include "SkillComponent.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 "dServer.h"
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#include "BitStreamUtils.h"
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@@ -31,7 +31,7 @@ uint32_t BehaviorContext::GetUniqueSkillId() const {
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auto* entity = Game::entityManager->GetEntity(this->originator);
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if (entity == nullptr) {
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Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!", this->originator);
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LOG("Invalid entity for (%llu)!", this->originator);
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return 0;
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}
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@@ -39,7 +39,7 @@ uint32_t BehaviorContext::GetUniqueSkillId() const {
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auto* component = entity->GetComponent<SkillComponent>();
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if (component == nullptr) {
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Game::logger->Log("BehaviorContext", "No skill component attached to (%llu)!", this->originator);;
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LOG("No skill component attached to (%llu)!", this->originator);;
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return 0;
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}
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@@ -126,7 +126,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
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}
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if (!found) {
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Game::logger->Log("BehaviorContext", "Failed to find behavior sync entry with sync id (%i)!", syncId);
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LOG("Failed to find behavior sync entry with sync id (%i)!", syncId);
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return;
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}
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@@ -135,7 +135,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
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const auto branch = entry.branchContext;
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if (behavior == nullptr) {
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Game::logger->Log("BehaviorContext", "Invalid behavior for sync id (%i)!", syncId);
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LOG("Invalid behavior for sync id (%i)!", syncId);
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return;
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}
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@@ -319,7 +319,7 @@ void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_
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// if the caster is not there, return empty targets list
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auto* caster = Game::entityManager->GetEntity(this->caster);
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if (!caster) {
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Game::logger->LogDebug("BehaviorContext", "Invalid caster for (%llu)!", this->originator);
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LOG_DEBUG("Invalid caster for (%llu)!", this->originator);
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targets.clear();
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return;
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}
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