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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
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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@@ -55,7 +55,7 @@ void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syn
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const auto index = this->m_managedBehaviors.find(skillUid);
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if (index == this->m_managedBehaviors.end()) {
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Game::logger->Log("SkillComponent", "Failed to find skill with uid (%i)!", skillUid, syncId);
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LOG("Failed to find skill with uid (%i)!", skillUid, syncId);
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return;
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}
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@@ -80,7 +80,7 @@ void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::B
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}
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if (index == -1) {
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Game::logger->Log("SkillComponent", "Failed to find projectile id (%llu)!", projectileId);
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LOG("Failed to find projectile id (%llu)!", projectileId);
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return;
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}
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@@ -94,7 +94,7 @@ void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::B
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auto result = query.execQuery();
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if (result.eof()) {
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Game::logger->Log("SkillComponent", "Failed to find skill id for (%i)!", sync_entry.lot);
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LOG("Failed to find skill id for (%i)!", sync_entry.lot);
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return;
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}
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@@ -243,7 +243,7 @@ bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LW
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// check to see if we got back a valid behavior
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if (behaviorId == -1) {
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Game::logger->LogDebug("SkillComponent", "Tried to cast skill %i but found no behavior", skillId);
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LOG_DEBUG("Tried to cast skill %i but found no behavior", skillId);
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return false;
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}
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@@ -401,7 +401,7 @@ void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry)
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if (other == nullptr) {
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if (entry.branchContext.target != LWOOBJID_EMPTY) {
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Game::logger->Log("SkillComponent", "Invalid projectile target (%llu)!", entry.branchContext.target);
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LOG("Invalid projectile target (%llu)!", entry.branchContext.target);
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}
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return;
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@@ -413,7 +413,7 @@ void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry)
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auto result = query.execQuery();
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if (result.eof()) {
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Game::logger->Log("SkillComponent", "Failed to find skill id for (%i)!", entry.lot);
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LOG("Failed to find skill id for (%i)!", entry.lot);
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return;
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}
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