Move logging stuff to a separate file
This commit is contained in:
146
Barotrauma/BarotraumaShared/SharedSource/LuaCs/LuaCsLogger.cs
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146
Barotrauma/BarotraumaShared/SharedSource/LuaCs/LuaCsLogger.cs
Normal file
@@ -0,0 +1,146 @@
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using System;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using MoonSharp.Interpreter;
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namespace Barotrauma
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{
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internal enum LuaCsMessageOrigin
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{
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LuaCs,
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Unknown,
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LuaMod,
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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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{
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#if SERVER
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private const string LOG_PREFIX = "SV";
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#else
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private const string LOG_PREFIX = "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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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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{
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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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}
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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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}
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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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}
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else
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{
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PrintError(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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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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{
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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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{
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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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GameServer.Log(prefix + subStr, ServerLog.MessageType.ServerMessage);
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}
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#endif
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}
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#if SERVER
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DebugConsole.NewMessage(message.ToString(), Color.MediumPurple);
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#else
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DebugConsole.NewMessage(message.ToString(), Color.Purple);
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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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// 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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}
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}
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@@ -20,18 +20,6 @@ namespace Barotrauma
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public LuaCsSetupConfig() { }
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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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internal enum LuaCsMessageOrigin
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{
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LuaCs,
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Unknown,
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LuaMod,
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CSharpMod,
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}
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partial class LuaCsSetup
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{
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public const string LuaSetupFile = "Lua/LuaSetup.lua";
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@@ -70,6 +58,9 @@ namespace Barotrauma
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public CsScriptLoader CsScriptLoader { get; private set; }
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public LuaCsSetupConfig Config { get; private set; }
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internal LuaCsExceptionHandler ExceptionHandler { get; set; }
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internal LuaCsMessageLogger MessageLogger { get; set; }
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public LuaCsSetup()
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{
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MessageLogger = DefaultMessageLogger;
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@@ -144,142 +135,11 @@ namespace Barotrauma
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return null;
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}
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private void DefaultExceptionHandler(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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}
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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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}
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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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}
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else
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{
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PrintError(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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break;
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}
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}
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internal LuaCsExceptionHandler ExceptionHandler { get; set; }
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internal void HandleException(Exception ex, LuaCsMessageOrigin origin)
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{
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this.ExceptionHandler?.Invoke(ex, origin);
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}
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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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#if SERVER
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private const string LOG_PREFIX = "SV";
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#else
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private const string LOG_PREFIX = "CL";
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#endif
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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 static void PrintLuaError(object o) => PrintErrorBase($"[{LOG_PREFIX} LUA ERROR] ", o, "nil");
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// TODO: deprecate this
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// XXX: this is only public so that we don't break backward compat with C# mods
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public static void PrintCsError(object o) => PrintErrorBase($"[{LOG_PREFIX} CS ERROR] ", o, "Null");
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private static void PrintGenericError(object o) => PrintErrorBase($"[{LOG_PREFIX} ERROR] ", o, "Null");
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internal LuaCsMessageLogger MessageLogger { get; set; }
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private static void DefaultMessageLogger(string prefix, object o)
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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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{
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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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GameServer.Log(prefix + subStr, ServerLog.MessageType.ServerMessage);
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}
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#endif
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}
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#if SERVER
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DebugConsole.NewMessage(message.ToString(), Color.MediumPurple);
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#else
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DebugConsole.NewMessage(message.ToString(), Color.Purple);
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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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// 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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private DynValue DoFile(string file, Table globalContext = null, string codeStringFriendly = null)
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{
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if (!LuaCsFile.CanReadFromPath(file))
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