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