Open originalfoo opened 9 years ago
Sure. I'll also remove unnecessary logs, such as trains and ships, to have a liitle less spam.
Would it be better if I put the start and result in the same line? Something like:
Traffic++: Replacing #####.*****_Data's {currentAI} for {myAI}... Success!
or
Traffic++: Replacing #####.*****_Data's {currentAI} for {myAI}... Failed!
Yes, that would be even cleaner; but maybe put the Success/Failed at the start so like:
Traffic++: Failed to update AI of #####.*****_Data from {currentAI} to {myAI}
Traffic++: Successfully updated AI of #####.*****_Data from {currentAI} to {myAI}
Just faster to visually skim the start of lines looking for "Failed" than having to read whole line to end.
As for trains and stuff, if T++ isn't changing the AIs for those then yes it's prolly better to remove those log entries.
...on further thought, it would probably be useful to retain log entries for trains and stuff; even though T++ doesn't alter them it will still be useful to see if they are using broken AIs... if someone reports error with their trains, it means I can more quickly rule out T++ as a culprit. Log entry for stuff T++ doesn't alter could be something like:
Traffic++: Skipping AI update for #.*_Data which uses {currentAI}
Same applies for the main AI (that subsequent spawns will use) as well; as it will allow me to see if some other mod is replacing main train AI for example and thus quickly point user at that mod as source of their problems.
Noted ;)
Can we also get a version number output in the log (and ideally title shown in Content Manager and title of Workshop page)?
Reason: I've had a few cases where people had manually installed old versions of the mod, sometimes in the wrong place (texture errors a plenty!), on pirated versions of the game -- it took me fecking ages to work out what was happening; a version number will massively reduce amount of time wasted on pirate blunders.
IIRC, @Nefarion added something like that in his pull request. I'd rather keep the mod title clean, though. It wouldn't make a difference when helping people since you'd have to ask them to check it for you. If it's in the log already, problem solved ;)
Won't that ver info only update when the pathfinder is updated, or will any change to the project update it?
It prints the assembly version which means that each time the project is built it will have a different number, regardless of the changes. :) Edit: this also allows us to know if the version is not from the workshop at all, which might indicate pirates ;)
Could this...
Traffic++: Replacing Path Manager
Traffic++: Path Manager successfully replaced.
Be condensed to:
Traffic++: Successfully replaced Path Manager
Traffic++: Failed to replace Path Manager
And similar for Transport Manager.
Also...
Traffic++: Queueing prefabs for loading...
Traffic++: Prefabs queued for loading.
To:
Traffic++: Successfully queued prefabs
Traffic++: Failed to queue prefabs
Could you change...
Traffic++:
...at the start of each log entry to...
[Traffic++]
Several mods are adopting this notation and it makes the log file significantly easier to scan through because mod logging stands out much more from general log file cruft.
When updating vehicle AIs the log output currently contains this sort of thing...
(##### = asset id, ***\ = asset name)
before replace AI:
if success:
and if failed:
Would it be possible to make the following changes...?
before replacing AI (show name of current AI in the log output):
...that will help work out which assets are using non-standard AI - in particular there are quite a lot of problems caused by vehicle creators who have the No Despawn mod installed (it changes AI in asset editor just like T++ used to before being fixed).
if failed (put "Failed" text at start to make it easier to spot):
Also, it might be useful to state somewhere what type of vehicle is being processed (sometimes it's not clear if it's car, train, etc) which in turn makes it more difficult to refer to earlier log messages where the core AIs were replaced.