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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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@@ -5,7 +5,7 @@
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#include "BehaviorContext.h"
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#include "EntityManager.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 "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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@@ -17,14 +17,14 @@ void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
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bool blocked{};
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if (!bitStream->Read(blocked)) {
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Game::logger->Log("StunBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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LOG("Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
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LOG("Failed to find target (%llu)!", branch.target);
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return;
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}
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@@ -47,7 +47,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
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auto* self = Game::entityManager->GetEntity(context->originator);
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if (self == nullptr) {
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Game::logger->Log("StunBehavior", "Invalid self entity (%llu)!", context->originator);
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LOG("Invalid self entity (%llu)!", context->originator);
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return;
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}
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@@ -82,7 +82,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
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bitStream->Write(blocked);
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if (target == nullptr) {
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Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
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LOG("Failed to find target (%llu)!", branch.target);
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return;
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}
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