Loggerrework (#45)
* test some refactoring for cachedplayer * rework logging * fix saving of log level --------- Co-authored-by: rootdarkarchon <root.darkarchon@outlook.com>
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@@ -3,8 +3,8 @@ using MareSynchronos.MareConfiguration;
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using MareSynchronos.Mediator;
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using MareSynchronos.Models;
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using MareSynchronos.Utils;
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using Microsoft.Extensions.Logging;
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using System.Collections.Concurrent;
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using System.Linq;
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namespace MareSynchronos.Managers;
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@@ -20,7 +20,8 @@ public class TransientResourceManager : MediatorSubscriberBase, IDisposable
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private ConcurrentDictionary<IntPtr, HashSet<string>> TransientResources { get; } = new();
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private ConcurrentDictionary<ObjectKind, HashSet<string>> SemiTransientResources { get; } = new();
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public TransientResourceManager(TransientConfigService configurationService, DalamudUtil dalamudUtil, MareMediator mediator) : base(mediator)
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public TransientResourceManager(ILogger<TransientResourceManager> logger, TransientConfigService configurationService,
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DalamudUtil dalamudUtil, MareMediator mediator) : base(logger, mediator)
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{
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_configurationService = configurationService;
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_dalamudUtil = dalamudUtil;
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@@ -35,17 +36,17 @@ public class TransientResourceManager : MediatorSubscriberBase, IDisposable
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try
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{
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Logger.Debug("Loaded persistent transient resource " + gamePath);
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_logger.LogDebug("Loaded persistent transient resource " + gamePath);
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SemiTransientResources[ObjectKind.Player].Add(gamePath);
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restored++;
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}
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catch (Exception ex)
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{
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Logger.Warn("Error during loading persistent transient resource " + gamePath, ex);
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_logger.LogWarning("Error during loading persistent transient resource " + gamePath, ex);
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}
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}
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Logger.Debug($"Restored {restored}/{gamePaths.Count()} semi persistent resources");
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_logger.LogDebug($"Restored {restored}/{gamePaths.Count()} semi persistent resources");
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}
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Mediator.Subscribe<PenumbraResourceLoadMessage>(this, (msg) => Manager_PenumbraResourceLoadEvent((PenumbraResourceLoadMessage)msg));
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@@ -59,7 +60,7 @@ public class TransientResourceManager : MediatorSubscriberBase, IDisposable
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{
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Task.Run(() =>
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{
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Logger.Debug("Penumbra Mod Settings changed, verifying SemiTransientResources");
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_logger.LogDebug("Penumbra Mod Settings changed, verifying SemiTransientResources");
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foreach (var item in SemiTransientResources)
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{
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Mediator.Publish(new TransientResourceChangedMessage(_dalamudUtil.PlayerPointer));
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@@ -81,7 +82,7 @@ public class TransientResourceManager : MediatorSubscriberBase, IDisposable
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{
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if (!_dalamudUtil.IsGameObjectPresent(item.Key))
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{
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Logger.Debug("Object not present anymore: " + item.Key.ToString("X"));
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_logger.LogDebug("Object not present anymore: " + item.Key.ToString("X"));
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TransientResources.TryRemove(item.Key, out _);
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}
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}
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@@ -135,7 +136,7 @@ public class TransientResourceManager : MediatorSubscriberBase, IDisposable
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}
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if (!PlayerRelatedPointers.Contains(gameObject))
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{
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//Logger.Debug("Got resource " + gamePath + " for ptr " + gameObject.ToString("X"));
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//_logger.LogDebug("Got resource " + gamePath + " for ptr " + gameObject.ToString("X"));
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return;
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}
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@@ -157,12 +158,12 @@ public class TransientResourceManager : MediatorSubscriberBase, IDisposable
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if (TransientResources[gameObject].Contains(replacedGamePath) ||
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SemiTransientResources.Any(r => r.Value.Any(f => string.Equals(f, gamePath, StringComparison.OrdinalIgnoreCase))))
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{
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Logger.Verbose("Not adding " + replacedGamePath + ":" + filePath);
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_logger.LogTrace("Not adding " + replacedGamePath + ":" + filePath);
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}
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else
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{
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TransientResources[gameObject].Add(replacedGamePath);
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Logger.Debug($"Adding {replacedGamePath} for {gameObject} ({filePath})");
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_logger.LogDebug($"Adding {replacedGamePath} for {gameObject} ({filePath})");
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Mediator.Publish(new TransientResourceChangedMessage(gameObject));
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}
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}
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@@ -180,7 +181,7 @@ public class TransientResourceManager : MediatorSubscriberBase, IDisposable
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}
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var transientResources = resources.ToList();
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Logger.Debug("Persisting " + transientResources.Count + " transient resources");
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_logger.LogDebug("Persisting " + transientResources.Count + " transient resources");
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foreach (var gamePath in transientResources)
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{
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SemiTransientResources[objectKind].Add(gamePath);
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