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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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@@ -47,11 +47,11 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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User* usr = UserManager::Instance()->GetUser(sysAddr);
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if (!entity) {
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Game::logger->Log("GameMessageHandler", "Failed to find associated entity (%llu), aborting GM (%X)!", objectID, messageID);
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LOG("Failed to find associated entity (%llu), aborting GM (%X)!", objectID, messageID);
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return;
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}
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if (messageID != eGameMessageType::READY_FOR_UPDATES) Game::logger->LogDebug("GameMessageHandler", "received game message ID: %i", messageID);
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if (messageID != eGameMessageType::READY_FOR_UPDATES) LOG_DEBUG("received game message ID: %i", messageID);
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switch (messageID) {
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@@ -167,7 +167,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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character->OnZoneLoad();
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}
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Game::logger->Log("GameMessageHandler", "Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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LOG("Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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// After we've done our thing, tell the client they're ready
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GameMessages::SendPlayerReady(entity, sysAddr);
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@@ -694,7 +694,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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GameMessages::HandleCancelDonationOnPlayer(inStream, entity);
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break;
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default:
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Game::logger->LogDebug("GameMessageHandler", "Unknown game message ID: %i", messageID);
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LOG_DEBUG("Unknown game message ID: %i", messageID);
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break;
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}
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}
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