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

@@ -7,7 +7,7 @@
#include "GameMessages.h"
#include "Entity.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "PossessableComponent.h"
@@ -98,7 +98,7 @@ Item::Item(
if (isModMoveAndEquip) {
Equip();
Game::logger->Log("Item", "Move and equipped (%i) from (%i)", this->lot, this->inventory->GetType());
LOG("Move and equipped (%i) from (%i)", this->lot, this->inventory->GetType());
Game::entityManager->SerializeEntity(inventory->GetComponent()->GetParent());
}
@@ -260,7 +260,7 @@ bool Item::Consume() {
}
}
Game::logger->LogDebug("Item", "Consumed LOT (%i) itemID (%llu). Success=(%d)", lot, id, success);
LOG_DEBUG("Consumed LOT (%i) itemID (%llu). Success=(%d)", lot, id, success);
GameMessages::SendUseItemResult(inventory->GetComponent()->GetParent(), lot, success);
@@ -274,19 +274,19 @@ bool Item::Consume() {
void Item::UseNonEquip(Item* item) {
LOT thisLot = this->GetLot();
if (!GetInventory()) {
Game::logger->LogDebug("Item", "item %i has no inventory??", this->GetLot());
LOG_DEBUG("item %i has no inventory??", this->GetLot());
return;
}
auto* playerInventoryComponent = GetInventory()->GetComponent();
if (!playerInventoryComponent) {
Game::logger->LogDebug("Item", "no inventory component attached to item id %llu lot %i", this->GetId(), this->GetLot());
LOG_DEBUG("no inventory component attached to item id %llu lot %i", this->GetId(), this->GetLot());
return;
}
auto* playerEntity = playerInventoryComponent->GetParent();
if (!playerEntity) {
Game::logger->LogDebug("Item", "no player entity attached to inventory? item id is %llu", this->GetId());
LOG_DEBUG("no player entity attached to inventory? item id is %llu", this->GetId());
return;
}
@@ -346,7 +346,7 @@ void Item::UseNonEquip(Item* item) {
}
}
}
Game::logger->LogDebug("Item", "Player %llu %s used item %i", playerEntity->GetObjectID(), success ? "successfully" : "unsuccessfully", thisLot);
LOG_DEBUG("Player %llu %s used item %i", playerEntity->GetObjectID(), success ? "successfully" : "unsuccessfully", thisLot);
GameMessages::SendUseItemResult(playerInventoryComponent->GetParent(), thisLot, success);
}
}
@@ -411,7 +411,7 @@ void Item::DisassembleModel() {
auto buffer = Game::assetManager->GetFileAsBuffer(lxfmlPath.c_str());
if (!buffer.m_Success) {
Game::logger->Log("Item", "Failed to load %s to disassemble model into bricks, check that this file exists", lxfmlPath.c_str());
LOG("Failed to load %s to disassemble model into bricks, check that this file exists", lxfmlPath.c_str());
return;
}