mirror of
https://github.com/EQEmu/Server.git
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283 lines
7.4 KiB
C++
283 lines
7.4 KiB
C++
/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2018 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY except by those people which sell it, which
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* are required to give you total support for your newly bought product;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#ifndef EQEMU_LOGSYS_H
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#define EQEMU_LOGSYS_H
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#include <fmt/format.h>
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#include <iostream>
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#include <fstream>
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#include <stdio.h>
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#include <functional>
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#include "types.h"
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namespace Logs {
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enum DebugLevel {
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General = 1, /* 1 - Low-Level general debugging, useful info on single line */
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Moderate, /* 2 - Informational based, used in functions, when particular things load */
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Detail /* 3 - Use this for extreme detail in logging, usually in extreme debugging in the stack or interprocess communication */
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};
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/**
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* If you add to this, make sure you update LogCategoryName
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*
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* NOTE: Only add to the bottom of the enum because that is the type ID assignment
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*/
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enum LogCategory {
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None = 0,
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AA,
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AI,
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Aggro,
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Attack,
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Client_Server_Packet,
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Combat,
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Commands,
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Crash,
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Debug,
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Doors,
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Error,
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Guilds,
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Inventory,
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Launcher,
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Netcode,
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Normal,
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Object,
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Pathing,
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QS_Server,
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Quests,
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Rules,
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Skills,
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Spawns,
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Spells,
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Status,
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TCP_Connection,
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Tasks,
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Tradeskills,
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Trading,
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Tribute,
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UCS_Server,
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WebInterface_Server,
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World_Server,
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Zone_Server,
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MySQLError,
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MySQLQuery,
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Mercenaries,
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QuestDebug,
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Server_Client_Packet,
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Client_Server_Packet_Unhandled,
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Server_Client_Packet_With_Dump,
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Client_Server_Packet_With_Dump,
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Login_Server,
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Client_Login,
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Headless_Client,
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HP_Update,
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FixZ,
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Food,
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Traps,
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NPCRoamBox,
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NPCScaling,
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MaxCategoryID /* Don't Remove this */
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};
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/**
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* If you add to this, make sure you update LogCategory
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*/
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static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
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"",
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"AA",
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"AI",
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"Aggro",
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"Attack",
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"Packet :: Client -> Server",
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"Combat",
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"Commands",
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"Crash",
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"Debug",
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"Doors",
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"Error",
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"Guilds",
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"Inventory",
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"Launcher",
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"Netcode",
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"Normal",
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"Object",
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"Pathing",
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"QS Server",
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"Quests",
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"Rules",
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"Skills",
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"Spawns",
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"Spells",
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"Status",
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"TCP Connection",
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"Tasks",
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"Tradeskills",
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"Trading",
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"Tribute",
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"UCS Server",
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"WebInterface Server",
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"World Server",
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"Zone Server",
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"MySQL Error",
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"MySQL Query",
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"Mercenaries",
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"Quest Debug",
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"Packet :: Server -> Client",
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"Packet :: Client -> Server Unhandled",
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"Packet :: Server -> Client (Dump)",
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"Packet :: Client -> Server (Dump)",
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"Login Server",
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"Client Login",
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"Headless Client",
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"HP Update",
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"FixZ",
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"Food",
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"Traps",
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"NPC Roam Box",
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"NPC Scaling"
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};
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}
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#define Log(debug_level, log_category, message, ...) do {\
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if (LogSys.log_settings[log_category].is_category_enabled == 1)\
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LogSys.Out(debug_level, log_category, message, ##__VA_ARGS__);\
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} while (0)
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#define LogF(debug_level, log_category, message, ...) do {\
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if (LogSys.log_settings[log_category].is_category_enabled == 1)\
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LogSys.OutF(debug_level, log_category, message, ##__VA_ARGS__);\
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} while (0)
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class EQEmuLogSys {
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public:
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EQEmuLogSys();
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~EQEmuLogSys();
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/**
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* Close File Logs wherever necessary, either at zone shutdown or entire process shutdown for everything else.
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* This should be handled on deconstructor but to be safe we use it anyways.
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*/
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void CloseFileLogs();
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void LoadLogSettingsDefaults();
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void MakeDirectory(const std::string &directory_name);
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/**
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* The one and only Logging function that uses a debug level as a parameter, as well as a log_category
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* log_category - defined in Logs::LogCategory::[]
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* log_category name resolution works by passing the enum int ID to Logs::LogCategoryName[category_id]
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*
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* Example: EQEmuLogSys::Out(Logs::General, Logs::Guilds, "This guild has no leader present");
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* - This would pipe the same category and debug level to all output formats, but the internal memory reference of log_settings would
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* be checked against to see if that piped output is set to actually process it for the category and debug level
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*/
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void Out(Logs::DebugLevel debug_level, uint16 log_category, std::string message, ...);
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/**
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* Used in file logs to prepend a timestamp entry for logs
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*/
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void SetCurrentTimeStamp(char* time_stamp);
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void StartFileLogs(const std::string &log_name = "");
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template <typename... Args>
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void OutF(Logs::DebugLevel debug_level, uint16 log_category, const char *fmt, const Args&... args)
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{
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std::string log_str = fmt::format(fmt, args...);
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Out(debug_level, log_category, log_str);
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}
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/**
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* LogSettings Struct
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*
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* This struct is the master reference for all settings for each category, and for each output
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*
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* log_to_file[category_id] = [1-3] - Sets debug level for category to output to file
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* log_to_console[category_id] = [1-3] - Sets debug level for category to output to console
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* log_to_gmsay[category_id] = [1-3] - Sets debug level for category to output to gmsay
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*
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*/
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struct LogSettings {
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uint8 log_to_file;
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uint8 log_to_console;
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uint8 log_to_gmsay;
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uint8 is_category_enabled; /* When any log output in a category > 0, set this to 1 as (Enabled) */
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};
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/**
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* Internally used memory reference for all log settings per category
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* These are loaded via DB and have defaults loaded in LoadLogSettingsDefaults
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* Database loaded via Database::LoadLogSettings(log_settings)
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*/
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LogSettings log_settings[Logs::LogCategory::MaxCategoryID];
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bool file_logs_enabled;
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/**
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* Sets Executable platform (Zone/World/UCS) etc.
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*/
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int log_platform;
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/**
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* File name used in writing logs
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*/
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std::string platform_file_name;
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/**
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* GMSay Client Message colors mapped by category
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*
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* @param log_category
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* @return
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*/
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uint16 GetGMSayColorFromCategory(uint16 log_category);
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void OnLogHookCallBackZone(std::function<void(uint16 log_type, const std::string&)> f) { on_log_gmsay_hook = f; }
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private:
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/**
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* Callback pointer to zone process for hooking logs to zone using GMSay
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*/
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std::function<void(uint16 log_category, const std::string&)> on_log_gmsay_hook;
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/**
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* Formats log messages like '[Category] This is a log message'
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*/
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std::string FormatOutMessageString(uint16 log_category, const std::string &in_message);
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/**
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* Linux console color messages mapped by category
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* @param log_category
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* @return
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*/
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std::string GetLinuxConsoleColorFromCategory(uint16 log_category);
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/**
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* Windows console color messages mapped by category
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*/
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uint16 GetWindowsConsoleColorFromCategory(uint16 log_category);
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void ProcessConsoleMessage(uint16 debug_level, uint16 log_category, const std::string &message);
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void ProcessGMSay(uint16 debug_level, uint16 log_category, const std::string &message);
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void ProcessLogWrite(uint16 debug_level, uint16 log_category, const std::string &message);
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};
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extern EQEmuLogSys LogSys;
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#endif
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