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

@@ -5,7 +5,7 @@
#include "Entity.h"
#include "Item.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "CDClientManager.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "MissionComponent.h"
@@ -175,14 +175,14 @@ void InventoryComponent::AddItem(
const bool bound,
int32_t preferredSlot) {
if (count == 0) {
Game::logger->Log("InventoryComponent", "Attempted to add 0 of item (%i) to the inventory!", lot);
LOG("Attempted to add 0 of item (%i) to the inventory!", lot);
return;
}
if (!Inventory::IsValidItem(lot)) {
if (lot > 0) {
Game::logger->Log("InventoryComponent", "Attempted to add invalid item (%i) to the inventory!", lot);
LOG("Attempted to add invalid item (%i) to the inventory!", lot);
}
return;
@@ -200,7 +200,7 @@ void InventoryComponent::AddItem(
const auto slot = preferredSlot != -1 && inventory->IsSlotEmpty(preferredSlot) ? preferredSlot : inventory->FindEmptySlot();
if (slot == -1) {
Game::logger->Log("InventoryComponent", "Failed to find empty slot for inventory (%i)!", inventoryType);
LOG("Failed to find empty slot for inventory (%i)!", inventoryType);
return;
}
@@ -302,7 +302,7 @@ void InventoryComponent::AddItem(
void InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInventoryType inventoryType, const bool ignoreBound) {
if (count == 0) {
Game::logger->Log("InventoryComponent", "Attempted to remove 0 of item (%i) from the inventory!", lot);
LOG("Attempted to remove 0 of item (%i) from the inventory!", lot);
return;
}
@@ -496,7 +496,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* inventoryElement = document->FirstChildElement("obj")->FirstChildElement("inv");
if (inventoryElement == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'inv' xml element!");
LOG("Failed to find 'inv' xml element!");
return;
}
@@ -504,7 +504,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* bags = inventoryElement->FirstChildElement("bag");
if (bags == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'bags' xml element!");
LOG("Failed to find 'bags' xml element!");
return;
}
@@ -530,7 +530,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* items = inventoryElement->FirstChildElement("items");
if (items == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'items' xml element!");
LOG("Failed to find 'items' xml element!");
return;
}
@@ -545,7 +545,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* inventory = GetInventory(static_cast<eInventoryType>(type));
if (inventory == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find inventory (%i)!", type);
LOG("Failed to find inventory (%i)!", type);
return;
}
@@ -618,7 +618,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
auto* inventoryElement = document->FirstChildElement("obj")->FirstChildElement("inv");
if (inventoryElement == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'inv' xml element!");
LOG("Failed to find 'inv' xml element!");
return;
}
@@ -641,7 +641,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
auto* bags = inventoryElement->FirstChildElement("bag");
if (bags == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'bags' xml element!");
LOG("Failed to find 'bags' xml element!");
return;
}
@@ -660,7 +660,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
auto* items = inventoryElement->FirstChildElement("items");
if (items == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'items' xml element!");
LOG("Failed to find 'items' xml element!");
return;
}
@@ -935,7 +935,7 @@ void InventoryComponent::EquipScripts(Item* equippedItem) {
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
if (!itemScript) {
Game::logger->Log("InventoryComponent", "null script?");
LOG("null script?");
}
itemScript->OnFactionTriggerItemEquipped(m_Parent, equippedItem->GetId());
}
@@ -950,7 +950,7 @@ void InventoryComponent::UnequipScripts(Item* unequippedItem) {
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
if (!itemScript) {
Game::logger->Log("InventoryComponent", "null script?");
LOG("null script?");
}
itemScript->OnFactionTriggerItemUnequipped(m_Parent, unequippedItem->GetId());
}
@@ -1330,7 +1330,7 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip
const auto entry = behaviors->GetSkillByID(result.skillID);
if (entry.skillID == 0) {
Game::logger->Log("InventoryComponent", "Failed to find buff behavior for skill (%i)!", result.skillID);
LOG("Failed to find buff behavior for skill (%i)!", result.skillID);
continue;
}
@@ -1397,7 +1397,7 @@ std::vector<Item*> InventoryComponent::GenerateProxies(Item* parent) {
try {
lots.push_back(std::stoi(segment));
} catch (std::invalid_argument& exception) {
Game::logger->Log("InventoryComponent", "Failed to parse proxy (%s): (%s)!", segment.c_str(), exception.what());
LOG("Failed to parse proxy (%s): (%s)!", segment.c_str(), exception.what());
}
}