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
This commit is contained in:
David Markowitz
2023-10-21 16:31:55 -07:00
committed by GitHub
parent 131239538b
commit 5942182486
160 changed files with 1013 additions and 985 deletions

View File

@@ -4,7 +4,7 @@
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
@@ -13,7 +13,7 @@ void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target (%llu)!", target);
LOG("Invalid target (%llu)!", target);
return;
}
@@ -21,7 +21,7 @@ void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
auto* component = entity->GetComponent<DestroyableComponent>();
if (component == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target, no destroyable component (%llu)!", target);
LOG("Invalid target, no destroyable component (%llu)!", target);
return;
}
@@ -47,7 +47,7 @@ void BuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target (%llu)!", target);
LOG("Invalid target (%llu)!", target);
return;
}
@@ -55,7 +55,7 @@ void BuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch
auto* component = entity->GetComponent<DestroyableComponent>();
if (component == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target, no destroyable component (%llu)!", target);
LOG("Invalid target, no destroyable component (%llu)!", target);
return;
}