LUS Cleanup: Strips out the logging system created for the console

Properly routes SPDLog to the console.
Creates an API to be able to send command responses back to the console.
Cleans up the console UI, hiding options when not needed.
Removes stdout console sink for Windows.
This commit is contained in:
Kenix3
2022-08-09 21:47:39 -04:00
parent 1f351418e1
commit c7ccd6dbff
14 changed files with 309 additions and 282 deletions

View File

@@ -420,7 +420,7 @@ std::vector<uint32_t> GetAccessibleLocations(const std::vector<uint32_t>& allowe
if (!Location(loc)->IsAddedToPool()) {
allLocationsReachable = false;
auto message = "Location " + Location(loc)->GetName() + " not reachable\n";
SPDLOG_INFO(message);
SPDLOG_DEBUG(message);
#ifndef ENABLE_DEBUG
break;
#endif
@@ -567,17 +567,17 @@ static void AssumedFill(const std::vector<uint32_t>& items, const std::vector<ui
if (items.size() > allowedLocations.size()) {
printf("\x1b[2;2HERROR: MORE ITEMS THAN LOCATIONS IN GIVEN LISTS");
SPDLOG_INFO("Items:\n");
SPDLOG_DEBUG("Items:\n");
for (const uint32_t item : items) {
SPDLOG_INFO("\t");
SPDLOG_INFO(ItemTable(item).GetName().GetEnglish());
SPDLOG_INFO("\n");
SPDLOG_DEBUG("\t");
SPDLOG_DEBUG(ItemTable(item).GetName().GetEnglish());
SPDLOG_DEBUG("\n");
}
SPDLOG_INFO("\nAllowed Locations:\n");
SPDLOG_DEBUG("\nAllowed Locations:\n");
for (const uint32_t loc : allowedLocations) {
SPDLOG_INFO("\t");
SPDLOG_INFO(Location(loc)->GetName());
SPDLOG_INFO("\n");
SPDLOG_DEBUG("\t");
SPDLOG_DEBUG(Location(loc)->GetName());
SPDLOG_DEBUG("\n");
}
placementFailure = true;
return;
@@ -627,9 +627,9 @@ static void AssumedFill(const std::vector<uint32_t>& items, const std::vector<ui
// retry if there are no more locations to place items
if (accessibleLocations.empty()) {
SPDLOG_INFO("\nCANNOT PLACE ");
SPDLOG_INFO(ItemTable(item).GetName().GetEnglish());
SPDLOG_INFO(". TRYING AGAIN...\n");
SPDLOG_DEBUG("\nCANNOT PLACE ");
SPDLOG_DEBUG(ItemTable(item).GetName().GetEnglish());
SPDLOG_DEBUG(". TRYING AGAIN...\n");
#ifdef ENABLE_DEBUG
Areas::DumpWorldGraph(ItemTable(item).GetName().GetEnglish());
@@ -666,7 +666,7 @@ static void AssumedFill(const std::vector<uint32_t>& items, const std::vector<ui
LogicReset();
GetAccessibleLocations(allLocations, SearchMode::CheckBeatable);
if (playthroughBeatable) {
SPDLOG_INFO("Game beatable, now placing items randomly. " + std::to_string(itemsToPlace.size()) +
SPDLOG_DEBUG("Game beatable, now placing items randomly. " + std::to_string(itemsToPlace.size()) +
" major items remaining.\n\n");
FastFill(itemsToPlace, GetEmptyLocations(allowedLocations), true);
return;
@@ -1062,7 +1062,7 @@ int Fill() {
}
//Unsuccessful placement
if(retries < 4) {
SPDLOG_INFO("\nGOT STUCK. RETRYING...\n");
SPDLOG_DEBUG("\nGOT STUCK. RETRYING...\n");
Areas::ResetAllLocations();
LogicReset();
ClearProgress();