Open Atomfusion1 opened 10 months ago
This is probably going to take a discussion, as I think i want to handle this in a different way.
There is already a debug log system in place, the MQ.Writes are only used if you want to push something to the console on purpose. I would suggest changing those to a different _log.Write and set their level accordingly
I dont care how you want it done, I will do it however you say, but the goal is to be able to control the amount of spam per character MQ window from individual ini files. the current _log handles actual E3 issues , I would not want to tie E3 issues to normal screen output, for instance i do not want to see every time my war kicks or monk kicks .. but maybe i want to see the casting of one of my clerics or wizards when im setting up new spells, then when im done i can just stop that casting spam .. that way if actual errors do enter the console then you can see those
Yup, that is what i mean its already in place. Example: Casting.cs, where the ability check is done.
MQ.Write($"\ag{spell.CastName} \am{targetName} \ao{targetID}");
changes to
_log.Write($"\ag{spell.CastName} \am{targetName} \ao{targetID}",Logging.LogLevels.Info);
then just change
Logging.MinLogLevelTolog = Logging.LogLevels.Info as the default for everyone to keep things as they are and then change it to be quite to
Logging.MinLogLevelTolog = Logging.LogLevels.Error as the default
via some command, example the /debug command changes the log levels and trace levels. It is in basics.cs and gives you a very good base to add a new command to limit out the chatter.
Reset Branch to Master, Implemented /Debug {trace,debug,info,error,off} ... when you type /Debug error you get error and above trace .. /debug trace .. you get trace debug info and error
added CharacterSettings "Debug Log Level(debug,info,error)" and set default / initial to info can then be changed to error if you want less spam and in game you can use /debug info to turn it on per character
did the bard.cs, casting.cs, assist.cs, loot.cs changed from MQ.Write to _log.Write() and set most changes to info
will take a full look at this after I get the group loot stuff finished, hopefully this weekend.
The goal was a way to add a quick way for players to control the amount of talk in the MQ window, 0 = mostly off but errors, 1 = standard (current) talk, 3,4 can be control more, or everything could be shifted in that 0 is no talk even errors 1 errors 2 normal 3 deeper and 4 deepest