[Code] EQEmuLogSys Global to Singleton Cleanup (#4925)

* [Code] EQEmuLogSys Global to Singleton Cleanup

* Post merge fix
This commit is contained in:
Chris Miles
2025-06-25 14:05:49 -05:00
committed by GitHub
parent 1153c9ab96
commit 947795f1d1
47 changed files with 507 additions and 508 deletions
+1 -1
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@@ -651,7 +651,7 @@ void Clientlist::Process()
OpcodeManager::EmuToName(app->GetOpcode()),
o->EmuToEQ(app->GetOpcode()) == 0 ? app->GetProtocolOpcode() : o->EmuToEQ(app->GetOpcode()),
app->Size(),
(LogSys.IsLogEnabled(Logs::Detail, Logs::PacketClientServer) ? DumpPacketToString(app) : "")
(EQEmuLogSys::Instance()->IsLogEnabled(Logs::Detail, Logs::PacketClientServer) ? DumpPacketToString(app) : "")
);
switch (opcode) {
+5 -5
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@@ -44,7 +44,6 @@
ChatChannelList *ChannelList;
Clientlist *g_Clientlist;
EQEmuLogSys LogSys;
UCSDatabase database;
WorldServer *worldserver = nullptr;
PlayerEventLogs player_event_logs;
@@ -72,7 +71,7 @@ void Shutdown() {
LogInfo("Shutting down...");
ChannelList->RemoveAllChannels();
g_Clientlist->CloseAllConnections();
LogSys.CloseFileLogs();
EQEmuLogSys::Instance()->CloseFileLogs();
}
int caught_loop = 0;
@@ -87,7 +86,7 @@ void CatchSignal(int sig_num) {
LogInfo("In a signal handler loop and process is incapable of exiting properly, forcefully cleaning up");
ChannelList->RemoveAllChannels();
g_Clientlist->CloseAllConnections();
LogSys.CloseFileLogs();
EQEmuLogSys::Instance()->CloseFileLogs();
std::exit(0);
}
}
@@ -101,7 +100,7 @@ void PlayerEventQueueListener() {
int main() {
RegisterExecutablePlatform(ExePlatformUCS);
LogSys.LoadLogSettingsDefaults();
EQEmuLogSys::Instance()->LoadLogSettingsDefaults();
set_exception_handler();
PathManager::Instance()->Init();
@@ -136,7 +135,8 @@ int main() {
return 1;
}
LogSys.SetDatabase(&database)
EQEmuLogSys::Instance()
->SetDatabase(&database)
->SetLogPath(PathManager::Instance()->GetLogPath())
->LoadLogDatabaseSettings()
->StartFileLogs();
+1 -1
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@@ -78,7 +78,7 @@ void WorldServer::ProcessMessage(uint16 opcode, EQ::Net::Packet &p)
case ServerOP_ServerReloadRequest: {
auto o = (ServerReload::Request*) pack->pBuffer;
if (o->type == ServerReload::Type::Logs) {
LogSys.LoadLogDatabaseSettings();
EQEmuLogSys::Instance()->LoadLogDatabaseSettings();
player_event_logs.ReloadSettings();
}