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:
Aaron Kimbrell
2022-07-24 21:26:51 -05:00
committed by GitHub
parent a7fb6eb3f3
commit e97ae92624
86 changed files with 1249 additions and 1252 deletions

View File

@@ -28,12 +28,12 @@ RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
if (positionAsVector.size() == 3 &&
if (positionAsVector.size() == 3 &&
GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
} else {
Game::logger->Log("RebuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.\n", m_Parent->GetLOT());
Game::logger->Log("RebuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
m_ActivatorPosition = m_Parent->GetPosition();
}
@@ -47,7 +47,7 @@ RebuildComponent::~RebuildComponent() {
if (builder) {
CancelRebuild(builder, eFailReason::REASON_BUILD_ENDED, true);
}
DespawnActivator();
}
@@ -61,7 +61,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
outBitStream->Write(false);
}
// If build state is completed and we've already serialized once in the completed state,
// If build state is completed and we've already serialized once in the completed state,
// don't serializing this component anymore as this will cause the build to jump again.
// If state changes, serialization will begin again.
if (!m_StateDirty && m_State == REBUILD_COMPLETED) {
@@ -93,7 +93,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
outBitStream->Write(m_ShowResetEffect);
outBitStream->Write(m_Activator != nullptr);
outBitStream->Write(m_Timer);
outBitStream->Write(m_TimerIncomplete);
@@ -146,7 +146,7 @@ void RebuildComponent::Update(float deltaTime) {
}
}
}
break;
}
case REBUILD_COMPLETED: {
@@ -272,7 +272,7 @@ void RebuildComponent::SpawnActivator() {
void RebuildComponent::DespawnActivator() {
if (m_Activator) {
EntityManager::Instance()->DestructEntity(m_Activator);
m_Activator->ScheduleKillAfterUpdate();
m_Activator = nullptr;
@@ -281,7 +281,7 @@ void RebuildComponent::DespawnActivator() {
}
}
Entity* RebuildComponent::GetActivator()
Entity* RebuildComponent::GetActivator()
{
return EntityManager::Instance()->GetEntity(m_ActivatorId);
}
@@ -431,13 +431,13 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
if (user == nullptr) {
return;
}
auto* characterComponent = user->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivities::ACTIVITY_NONE);
characterComponent->TrackRebuildComplete();
} else {
Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.\n");
Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.");
return;
}
@@ -447,7 +447,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
GameMessages::SendEnableRebuild(m_Parent, false, false, true, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID());
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
m_State = eRebuildState::REBUILD_COMPLETED;
m_StateDirty = true;
@@ -528,7 +528,7 @@ void RebuildComponent::ResetRebuild(bool failed) {
m_TimerIncomplete = 0.0f;
m_ShowResetEffect = false;
m_DrainedImagination = 0;
EntityManager::Instance()->SerializeEntity(m_Parent);
// Notify scripts and possible subscribers