Introduce the LuaCsLogger class and make everything use that instead
This commit is contained in:
@@ -13,136 +13,159 @@ namespace Barotrauma
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CSharpMod,
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}
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internal delegate void LuaCsMessageLogger(string prefix, object o);
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internal delegate void LuaCsExceptionHandler(Exception ex, LuaCsMessageOrigin origin);
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// TODO: make it a separate class
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partial class LuaCsSetup
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class LuaCsLogger
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{
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#if SERVER
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private const string LOG_PREFIX = "SV";
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private const string LogPrefix = "SV";
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private const int NetMaxLength = 1024;
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private const int NetMaxMessages = 60;
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#else
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private const string LOG_PREFIX = "CL";
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private const string LogPrefix = "CL";
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#endif
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public static void PrintLuaError(object o) => PrintErrorBase($"[{LOG_PREFIX} LUA ERROR] ", o, "nil");
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public static void PrintCsError(object o) => PrintErrorBase($"[{LOG_PREFIX} CS ERROR] ", o, "Null");
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public static void PrintGenericError(object o) => PrintErrorBase($"[{LOG_PREFIX} ERROR] ", o, "Null");
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public static LuaCsMessageLogger MessageLogger;
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public static LuaCsExceptionHandler ExceptionHandler;
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private static void PrintErrorBase(string prefix, object message, string empty)
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{
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message ??= empty;
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var str = message.ToString();
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for (int i = 0; i < str.Length; i += 1024)
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{
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var subStr = str.Substring(i, Math.Min(1024, str.Length - i));
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var errorMsg = subStr;
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if (i == 0) errorMsg = prefix + errorMsg;
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DebugConsole.ThrowError(errorMsg);
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#if SERVER
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if (GameMain.Server != null)
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{
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foreach (var c in GameMain.Server.ConnectedClients)
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{
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GameMain.Server.SendDirectChatMessage(ChatMessage.Create("", errorMsg, ChatMessageType.Console, null, textColor: Color.Red), c);
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}
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GameServer.Log(errorMsg, ServerLog.MessageType.Error);
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}
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#endif
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}
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}
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// TODO: deprecate this (in an effort to get rid of as much global state as possible)
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public void PrintError(object o, LuaCsMessageOrigin origin)
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{
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switch (origin)
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{
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case LuaCsMessageOrigin.LuaCs:
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PrintGenericError(o);
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break;
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case LuaCsMessageOrigin.LuaMod:
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PrintLuaError(o);
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break;
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case LuaCsMessageOrigin.CSharpMod:
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PrintCsError(o);
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break;
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}
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}
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private void DefaultExceptionHandler(Exception ex, LuaCsMessageOrigin origin)
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public static void HandleException(Exception ex, LuaCsMessageOrigin origin)
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{
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switch (ex)
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{
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case NetRuntimeException netRuntimeException:
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if (netRuntimeException.DecoratedMessage == null)
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{
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PrintError(netRuntimeException, origin);
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LogError(netRuntimeException.ToString(), origin);
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}
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else
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{
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// FIXME: netRuntimeException.ToString() doesn't print the InnerException's stack trace...
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PrintError($"{netRuntimeException.DecoratedMessage}: {netRuntimeException}", origin);
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LogError($"{netRuntimeException.DecoratedMessage}: {netRuntimeException}", origin);
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}
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break;
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case InterpreterException interpreterException:
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if (interpreterException.DecoratedMessage == null)
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{
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PrintError(interpreterException, origin);
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LogError(interpreterException.ToString(), origin);
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}
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else
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{
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PrintError(interpreterException.DecoratedMessage, origin);
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LogError(interpreterException.DecoratedMessage, origin);
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}
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break;
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default:
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var msg = ex.StackTrace != null
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? ex.ToString()
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: $"{ex}\n{Environment.StackTrace}";
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PrintError(msg, origin);
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LogError(msg, origin);
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break;
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}
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}
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private static void DefaultMessageLogger(string prefix, object o)
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public static void LogError(string message, LuaCsMessageOrigin origin)
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{
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var message = o.ToString();
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for (int i = 0; i < message.Length; i += 1024)
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switch (origin)
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{
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var subStr = message.Substring(i, Math.Min(1024, message.Length - i));
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#if SERVER
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if (GameMain.Server != null)
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{
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foreach (var c in GameMain.Server.ConnectedClients)
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{
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GameMain.Server.SendDirectChatMessage(ChatMessage.Create("", subStr, ChatMessageType.Console, null, textColor: Color.MediumPurple), c);
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}
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#if !DEBUG
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GameServer.Log(prefix + subStr, ServerLog.MessageType.ServerMessage);
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#endif
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}
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#endif
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case LuaCsMessageOrigin.LuaCs:
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LogError($"[{LogPrefix} ERROR] {message}");
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break;
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case LuaCsMessageOrigin.LuaMod:
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LogError($"[{LogPrefix} LUA ERROR] {message}");
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break;
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case LuaCsMessageOrigin.CSharpMod:
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LogError($"[{LogPrefix} CS ERROR] {message}");
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break;
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}
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}
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public static void LogError(string message)
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{
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Log($"{message}", Color.Red, ServerLog.MessageType.Error);
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}
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public static void LogMessage(string message, Color? serverColor = null, Color? clientColor = null)
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{
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if (serverColor == null) { serverColor = Color.MediumPurple; }
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if (clientColor == null) { clientColor = Color.Purple; }
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#if SERVER
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DebugConsole.NewMessage(message.ToString(), Color.MediumPurple);
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Log(message, serverColor);
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#else
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DebugConsole.NewMessage(message.ToString(), Color.Purple);
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Log(message, clientColor);
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#endif
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}
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private void PrintMessageBase(string prefix, object message, string empty) => MessageLogger?.Invoke(prefix, message ?? empty);
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internal void PrintMessage(object message) => PrintMessageBase("[LuaCs] ", message, "nil");
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// This is used so its possible to call logging functions inside the serverLog
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// hook without creating an infinite loop
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private static bool lockLog = false;
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// TODO: deprecate this (in an effort to get rid of as much global state as possible)
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public static void PrintCsMessage(object message) => GameMain.LuaCs.PrintMessage(message);
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public static void Log(string message, Color? color = null, ServerLog.MessageType messageType = ServerLog.MessageType.ServerMessage)
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{
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MessageLogger?.Invoke(message);
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DebugConsole.NewMessage(message, color);
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#if SERVER
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void broadcastMessage(string m)
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{
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foreach (var client in GameMain.Server.ConnectedClients)
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{
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//if (client.ChatMsgQueue.Count > NetMaxMessages)
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//{
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// If there's an error or message happening many times per second (inside Update loop for example)
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// we will need to discart some messages so the client doesn't get overloaded by all
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// those net messages.
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// continue;
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//}
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ChatMessage consoleMessage = ChatMessage.Create("", m, ChatMessageType.Console, null, textColor: color);
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GameMain.Server.SendDirectChatMessage(consoleMessage, client);
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if (!GameMain.Server.ServerSettings.SaveServerLogs || !client.HasPermission(ClientPermissions.ServerLog))
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{
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continue;
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}
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ChatMessage logMessage = ChatMessage.Create(messageType.ToString(), "[LuaCs] " + m, ChatMessageType.ServerLog, null);
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GameMain.Server.SendDirectChatMessage(logMessage, client);
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}
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}
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if (GameMain.Server != null)
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{
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if (GameMain.Server.ServerSettings.SaveServerLogs)
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{
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string logMessage = "[LuaCs] " + message;
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GameMain.Server.ServerSettings.ServerLog.WriteLine(logMessage, messageType, false);
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if (!lockLog)
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{
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lockLog = true;
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GameMain.LuaCs?.Hook?.Call("serverLog", logMessage, messageType);
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lockLog = false;
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}
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}
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for (int i = 0; i < message.Length; i += NetMaxLength)
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{
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string subStr = message.Substring(i, Math.Min(1024, message.Length - i));
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broadcastMessage(subStr);
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}
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}
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#endif
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}
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partial class LuaCsSetup
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{
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// Compatibility with cs mods that use this method.
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public void PrintLuaError(string message) => LuaCsLogger.LogError(message, LuaCsMessageOrigin.LuaMod);
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public void PrintCsError(string message) => LuaCsLogger.LogError(message, LuaCsMessageOrigin.CSharpMod);
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public void PrintGenericError(string message) => LuaCsLogger.LogError(message, LuaCsMessageOrigin.LuaCs);
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internal void PrintMessage(string message) => LuaCsLogger.LogMessage(message);
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public static void PrintCsMessage(string message) => LuaCsLogger.LogMessage(message);
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internal void HandleException(Exception ex, LuaCsMessageOrigin origin) => LuaCsLogger.HandleException(ex, origin);
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}
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}
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}
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