mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Make logger automatically put a newline (#675)
at the end of the line remove all the newlines in log calls
This commit is contained in:
@@ -33,7 +33,7 @@ uint32_t BehaviorContext::GetUniqueSkillId() const
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if (entity == nullptr)
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{
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Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!\n", this->originator);
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Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!", this->originator);
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return 0;
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}
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@@ -42,7 +42,7 @@ uint32_t BehaviorContext::GetUniqueSkillId() const
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if (component == nullptr)
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{
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Game::logger->Log("BehaviorContext", "No skill component attached to (%llu)!\n", this->originator);;
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Game::logger->Log("BehaviorContext", "No skill component attached to (%llu)!", this->originator);;
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return 0;
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}
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@@ -65,7 +65,7 @@ void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* beha
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void BehaviorContext::RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second)
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{
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BehaviorTimerEntry entry;
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entry.time = branchContext.duration;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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@@ -103,7 +103,7 @@ void BehaviorContext::ExecuteUpdates()
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auto* entity = EntityManager::Instance()->GetEntity(id);
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if (entity == nullptr) continue;
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EntityManager::Instance()->SerializeEntity(entity);
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}
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@@ -111,7 +111,7 @@ void BehaviorContext::ExecuteUpdates()
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}
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void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bitStream)
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{
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{
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BehaviorSyncEntry entry;
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auto found = false;
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@@ -121,7 +121,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
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for (auto i = 0u; i < this->syncEntries.size(); ++i)
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{
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const auto syncEntry = this->syncEntries.at(i);
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if (syncEntry.handle == syncId)
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{
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found = true;
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@@ -135,7 +135,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
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if (!found)
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{
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Game::logger->Log("BehaviorContext", "Failed to find behavior sync entry with sync id (%i)!\n", syncId);
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Game::logger->Log("BehaviorContext", "Failed to find behavior sync entry with sync id (%i)!", syncId);
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return;
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}
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@@ -145,8 +145,8 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
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if (behavior == nullptr)
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{
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Game::logger->Log("BehaviorContext", "Invalid behavior for sync id (%i)!\n", syncId);
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Game::logger->Log("BehaviorContext", "Invalid behavior for sync id (%i)!", syncId);
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return;
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}
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@@ -166,7 +166,7 @@ void BehaviorContext::Update(const float deltaTime)
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this->timerEntries[i] = entry;
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}
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if (entry.time > 0)
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{
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continue;
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@@ -174,7 +174,7 @@ void BehaviorContext::Update(const float deltaTime)
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entry.behavior->Timer(this, entry.branchContext, entry.second);
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}
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std::vector<BehaviorTimerEntry> valid;
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for (const auto& entry : this->timerEntries)
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@@ -226,7 +226,7 @@ void BehaviorContext::InvokeEnd(const uint32_t id)
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bool BehaviorContext::CalculateUpdate(const float deltaTime)
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{
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auto any = false;
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for (auto i = 0u; i < this->syncEntries.size(); ++i)
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{
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auto entry = this->syncEntries.at(i);
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@@ -241,7 +241,7 @@ bool BehaviorContext::CalculateUpdate(const float deltaTime)
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if (entry.time > 0)
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{
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any = true;
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continue;
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}
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@@ -267,7 +267,7 @@ bool BehaviorContext::CalculateUpdate(const float deltaTime)
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PacketUtils::WriteHeader(message, CLIENT, MSG_CLIENT_GAME_MSG);
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message.Write(this->originator);
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echo.Serialize(&message);
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Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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@@ -293,7 +293,7 @@ bool BehaviorContext::CalculateUpdate(const float deltaTime)
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return any;
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}
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void BehaviorContext::Interrupt()
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void BehaviorContext::Interrupt()
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{
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std::vector<BehaviorSyncEntry> keptSync {};
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@@ -303,7 +303,7 @@ void BehaviorContext::Interrupt()
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keptSync.push_back(entry);
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}
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this->syncEntries = keptSync;
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}
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@@ -330,10 +330,10 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
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auto* entity = EntityManager::Instance()->GetEntity(this->caster);
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std::vector<LWOOBJID> targets;
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if (entity == nullptr)
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{
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Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!\n", this->originator);
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Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!", this->originator);
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return targets;
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}
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@@ -360,12 +360,12 @@ std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, in
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{
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return targets;
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}
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auto entities = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS);
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for (auto* candidate : entities)
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{
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const auto id = candidate->GetObjectID();
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if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction, targetEnemy, targetFriend))
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{
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targets.push_back(id);
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