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https://git.eden-emu.dev/eden-emu/eden
synced 2026-05-08 23:27:54 +00:00
- our logging code was bigger than spdlog itself, why???? just keep it simple - fix issues when logging before logging system is even started - removes the "initialized logging twice" issue - removes uneeded indirection in file logging - uses direct formatting instead of jumping hoopla-around the fmt::format() ressult - code duplication and dead code removal as usual I did explore dup2() but I think it's not worth the hassle I did try `fwopen()` but it's better if things are just kept as-is. there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: DraVee <chimera@dravee.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/assert.h"
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#include "common/logging.h"
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#include "enet/enet.h"
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#include "network/network.h"
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namespace Network {
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static std::shared_ptr<RoomMember> g_room_member; ///< RoomMember (Client) for network games
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static std::shared_ptr<Room> g_room; ///< Room (Server) for network games
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bool Init() {
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if (enet_initialize() != 0) {
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LOG_ERROR(Network, "Error initializing ENet");
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return false;
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}
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g_room = std::make_shared<Room>();
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g_room_member = std::make_shared<RoomMember>();
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LOG_DEBUG(Network, "initialized OK");
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return true;
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}
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std::weak_ptr<Room> GetRoom() {
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return g_room;
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}
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std::weak_ptr<RoomMember> GetRoomMember() {
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return g_room_member;
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}
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void Shutdown() {
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if (g_room_member) {
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if (g_room_member->IsConnected())
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g_room_member->Leave();
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g_room_member.reset();
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}
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if (g_room) {
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if (g_room->GetState() == Room::State::Open)
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g_room->Destroy();
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g_room.reset();
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}
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enet_deinitialize();
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LOG_DEBUG(Network, "shutdown OK");
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}
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} // namespace Network
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