Logging refactor

dll update
feature-better-tweakables
Andrew Cassidy 4 years ago
parent 1859e51a2e
commit 885dfb3397

@ -107,7 +107,7 @@ namespace ConformalDecals {
}
private static Texture2D MakeBlankNormal() {
Debug.Log("ConformalDecals: Generating neutral normal map texture");
Logging.Log("Generating neutral normal map texture");
var width = 2;
var height = 2;
var color = new Color32(255, 128, 128, 128);
@ -133,7 +133,7 @@ namespace ConformalDecals {
var configs = GameDatabase.Instance.GetConfigs("CONFORMALDECALS");
if (configs.Length > 0) {
Debug.Log("ConformalDecals: loading config");
Logging.Log("loading config");
foreach (var config in configs) {
ParseConfig(config.config);
}

@ -1,4 +1,5 @@
using System.Collections.Generic;
using ConformalDecals.Util;
using UnityEngine;
namespace ConformalDecals {
@ -12,11 +13,11 @@ namespace ConformalDecals {
public void Start() {
foreach (var partName in PartNames) {
Debug.Log($"Unf*&king decal preview on {partName}");
Logging.Log($"Unf*&king decal preview on '{partName}'");
var partInfo = PartLoader.getPartInfoByName(partName);
if (partInfo == null) {
Debug.Log($"Part {partName} not found!");
Logging.LogError($"Part {partName} not found!");
continue;
}
@ -28,12 +29,12 @@ namespace ConformalDecals {
var backTransform = Part.FindHeirarchyTransform(icon.transform, decalModule.decalBack);
if (frontTransform == null) {
Debug.Log($"Part {partName} has no frontTransform");
Logging.Log($"Part '{partName}' has no frontTransform");
continue;
}
if (backTransform == null) {
Debug.Log($"Part {partName} has no backTransform");
Logging.Log($"Part '{partName}' has no backTransform");
continue;
}

@ -202,7 +202,7 @@ namespace ConformalDecals.MaterialProperties {
public void SetShader(string shaderName) {
if (string.IsNullOrEmpty(shaderName)) {
if (_shader == null) {
Debug.Log("Using default decal shader");
Logging.Log("Using default decal shader");
shaderName = "ConformalDecals/Decal/Standard";
}
else {
@ -211,7 +211,7 @@ namespace ConformalDecals.MaterialProperties {
}
if (DecalConfig.IsLegacy(shaderName, out var newShader, out var keywords)) {
Debug.LogWarning($"[ConformalDecals] Part is using shader {shaderName}, which has been replaced by {newShader}.");
Logging.LogWarning($"Part is using shader {shaderName}, which has been replaced by {newShader}.");
shaderName = newShader;
foreach (var keyword in keywords) {
var newProperty = AddOrGetProperty<MaterialKeywordProperty>(keyword);

@ -109,7 +109,7 @@ namespace ConformalDecals.MaterialProperties {
}
private static Texture2D LoadTexture(string textureUrl, bool isNormal) {
Debug.Log($"loading texture '{textureUrl}', isNormalMap = {isNormal}");
//Logging.Log($"loading texture '{textureUrl}', isNormalMap = {isNormal}");
if ((string.IsNullOrEmpty(textureUrl) && isNormal) || textureUrl == "Bump") {
return Texture2D.normalTexture;
}

@ -1,6 +1,7 @@
using System.IO;
using System.Collections;
using System.Collections.Generic;
using ConformalDecals.Util;
using TMPro;
using UniLinq;
using UnityEngine;
@ -15,18 +16,18 @@ namespace ConformalDecals.Text {
public override IEnumerator Load(UrlDir.UrlFile urlFile, FileInfo fileInfo) {
if (_fallbackFont == null) {
_fallbackFont = Resources.FindObjectsOfTypeAll<TMP_FontAsset>().First(o => o.name == FallbackName);
if (_fallbackFont == null) Debug.LogError($"Could not find fallback font '{FallbackName}'");
if (_fallbackFont == null) Logging.LogError($"Could not find fallback font '{FallbackName}'");
}
Debug.Log($"[ConformalDecals] '{urlFile.fullPath}'");
Logging.Log($"Loading font file '{urlFile.fullPath}'");
var bundle = AssetBundle.LoadFromFile(urlFile.fullPath);
if (!bundle) {
Debug.Log($"[ConformalDecals] could not load font asset {urlFile.fullPath}");
Logging.Log($"Could not load font asset {urlFile.fullPath}");
}
else {
var loadedFonts = bundle.LoadAllAssets<TMP_FontAsset>();
foreach (var font in loadedFonts) {
Debug.Log($"[ConformalDecals] adding font {font.name}");
Logging.Log($"Adding font {font.name}");
font.fallbackFontAssets.Add(_fallbackFont);
}
}

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using ConformalDecals.Util;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
@ -66,7 +67,6 @@ namespace ConformalDecals.Text {
/// Unregister a user of a piece of text
public static void UnregisterText(DecalText text) {
Debug.Log($"[ConformalDecals] Unregistering text '{text.Text}'");
if (RenderCache.TryGetValue(text, out var renderedText)) {
renderedText.UserCount--;
if (renderedText.UserCount <= 0) {
@ -78,10 +78,10 @@ namespace ConformalDecals.Text {
private void Start() {
if (_instance != null) {
Debug.Log("[ConformalDecals] Duplicate TextRenderer created???");
Logging.LogError("Duplicate TextRenderer created???");
}
Debug.Log("[ConformalDecals] Creating TextRenderer Object");
Logging.Log("Creating TextRenderer Object");
_instance = this;
DontDestroyOnLoad(gameObject);
}
@ -90,13 +90,13 @@ namespace ConformalDecals.Text {
private void Setup() {
if (_isSetup) return;
Debug.Log("[ConformalDecals] Setting Up TextRenderer Object");
Logging.Log("Setting Up TextRenderer Object");
_tmp = gameObject.AddComponent<TextMeshPro>();
_tmp.renderer.enabled = false; // dont automatically render
_blitShader = Shabby.Shabby.FindShader(ShaderName);
if (_blitShader == null) Debug.LogError($"[ConformalDecals] could not find text blit shader named '{ShaderName}'");
if (_blitShader == null) Logging.LogError($"Could not find text blit shader named '{ShaderName}'");
_isSetup = true;
}
@ -108,11 +108,6 @@ namespace ConformalDecals.Text {
return null;
}
Debug.Log($"[ConformalDecals] Starting Text Rendering Job. queue depth = {RenderJobs.Count}, cache size = {RenderCache.Count}");
foreach (var cacheitem in RenderCache) {
Debug.Log($"[ConformalDecals] Cache item: '{cacheitem.Key.Text}' with {cacheitem.Value.UserCount} users");
}
job.Start();
Texture2D texture = null;
@ -123,15 +118,10 @@ namespace ConformalDecals.Text {
if (oldRender.UserCount <= 0) {
// this is the only usage of this output, so we are free to re-render into the texture
Debug.Log("Render output is not shared with other users, so reusing texture and removing cache slot");
texture = oldRender.Texture;
RenderCache.Remove(job.OldText);
}
else {
// other things are using this render output, so decriment usercount, and we'll make a new entry instead
Debug.Log("Render output is shared with other users, so making new output");
}
}
// now that all old references are handled, begin rendering the new output
@ -210,7 +200,7 @@ namespace ConformalDecals.Text {
};
if (textureSize.x == 0 || textureSize.y == 0) {
Debug.LogWarning("[ConformalDecals] No text present or error in texture size calculation. Aborting.");
Logging.LogWarning("No text present or error in texture size calculation. Aborting.");
return new TextRenderOutput(Texture2D.blackTexture, Rect.zero);
}

@ -46,7 +46,6 @@ namespace ConformalDecals.UI {
Toggle active = null;
foreach (var font in fonts.OrderBy(x => x.Title)) {
Debug.Log(font.Title);
var listItem = GameObject.Instantiate(_menuItem, _menuList.transform);
listItem.name = font.Title;
listItem.SetActive(true);

@ -1,5 +1,6 @@
using System;
using ConformalDecals.Text;
using ConformalDecals.Util;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
@ -102,7 +103,7 @@ namespace ConformalDecals.UI {
_style.LineSpacing = Mathf.Clamp(value, _lineSpacingRange.x, _lineSpacingRange.y);
}
else {
Debug.LogWarning("[ConformalDecals] line spacing value '{text}' could not be parsed.");
Logging.LogWarning("Line spacing value '{text}' could not be parsed.");
}
UpdateLineSpacing();
@ -125,7 +126,7 @@ namespace ConformalDecals.UI {
_style.CharSpacing = Mathf.Clamp(value, _charSpacingRange.x, _charSpacingRange.y);
}
else {
Debug.LogWarning("[ConformalDecals] char spacing value '{text}' could not be parsed.");
Logging.LogWarning("Char spacing value '{text}' could not be parsed.");
}
UpdateCharSpacing();

@ -44,7 +44,6 @@ namespace ConformalDecals.UI {
var tags = window.GetComponentsInChildren<UITag>(true);
foreach (var tag in tags) {
Debug.Log($"Handling object {tag.gameObject.name}");
switch (tag.type) {
case UITag.UIType.Window:
ProcessImage(tag.gameObject, skin.window);

@ -3,18 +3,23 @@ using UnityEngine;
namespace ConformalDecals.Util {
public static class Logging {
public static void Log(string message) => Debug.Log("[ConformalDecals] " + message);
public static void Log(this PartModule module, string message) => Debug.Log(FormatMessage(module, message));
public static void LogWarning(this PartModule module, string message) =>
Debug.LogWarning(FormatMessage(module, message));
public static void LogWarning(string message) => Debug.LogWarning("[ConformalDecals] " + message);
public static void LogWarning(this PartModule module, string message) => Debug.LogWarning(FormatMessage(module, message));
public static void LogError(string message) => Debug.LogError("[ConformalDecals] " + message);
public static void LogError(this PartModule module, string message) =>
Debug.LogError(FormatMessage(module, message));
public static void LogError(this PartModule module, string message) => Debug.LogError(FormatMessage(module, message));
public static void LogException(string message, Exception exception) => Debug.LogException(new Exception("[ConformalDecals] " + message, exception));
public static void LogException(this PartModule module, string message, Exception exception) =>
Debug.LogException(new Exception(FormatMessage(module, message), exception));
private static string FormatMessage(PartModule module, string message) =>
$"[{GetPartName(module.part)} {module.GetType()}] {message}";

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