diff --git a/examples/client/client.cpp b/examples/client/client.cpp index d15e6b8..f7aac50 100644 --- a/examples/client/client.cpp +++ b/examples/client/client.cpp @@ -3,9 +3,69 @@ // #include +#include + +void ShowLogger(); int main() { - Logger logger; - logger.logVersion(); - return 0; + ShowLogger(); + return 0; +} + +void ShowLogger() { + // The logger needs to be initialized before you can use it. + // This will be done by the engine, NEVER the user. + ICEngine::Log::Init(); + + // Before using the logger macros, you may want to configure logging options such as log levels and output streams. + // By default, the logger outputs to std::cout, but you can add more streams (e.g., files) or set the log level as needed. + + // Logging Levels: + // - OFF + // - TRACE + // - DEBUG + // - WARN + // - ERROR + // - CRITICAL + // - FATAL + ICEngine::Log::GetCoreLogger()->SetLevel(ICEngine::TRACE); + ICEngine::Log::GetAppLogger()->SetLevel(ICEngine::TRACE); + + // You can have multiple log streams, ie console + file etc + // You do not need to have the same streams for each logger + #include + std::ofstream coreFileStream("core_logs.txt"); + std::ofstream appFileStream("app_logs.txt"); + + ICEngine::Log::GetCoreLogger()->AddStream(&coreFileStream); + ICEngine::Log::GetAppLogger()->AddStream(&appFileStream); + + // You can log multiple different types with formatting + int age = 30; + std::string module = "Network"; + + // CORE logger is intended for internal engine or core-level logging + // In most cases, you won't need to use CORE logging in game/application code, + // but it’s available for engine-level diagnostics if necessary + CORE_LOG_TRACE("Initializing {} with age {}", module, age); // Logs a trace-level message, useful for very detailed information + CORE_LOG_DEBUG("This is an example of a debug message"); // Logs a debug message, typically used for debugging purposes + CORE_LOG_WARN("This is an example of a warn message"); // Logs a warning, indicating a non-critical issue that should be investigated + CORE_LOG_ERROR("This is an example of an error message"); // Logs an error, signaling that something has gone wrong but the engine can still run + CORE_LOG_CRITICAL("This is an example of a critical message\n"); // Logs a critical issue, often indicating a major problem in the core system that needs immediate attention. + // CORE_LOG_FATAL: Logs a fatal error that crashes the application. Fatal errors in the core usually lead to dumping information into crash logs + // and stopping the program. Use with extreme caution and only in situations where the application can't recover + // CORE_LOG_FATAL("This is an example of a fatal message"); + + + // These macros are designed for logging from your game or application code + // They allow you to monitor application flow, errors, and warnings from the perspective of the game logic or app layer + LOG_TRACE("App took longer to respond than expected: {} seconds", 2.34); // Logs a trace message, ideal for fine-grained, verbose debugging details + LOG_DEBUG("This is an example of a debug message"); // Logs a debug message, typically used to help trace the execution during development + LOG_WARN("This is an example of a warn message"); // Logs a warning, indicating something unexpected happened, but the application can continue running + LOG_ERROR("This is an example of an error message"); // Logs an error, signaling that an issue occurred that may require attention but is not catastrophic + LOG_CRITICAL("This is an example of a critical message"); // Logs a critical message, suggesting something very wrong happened, but the program may still attempt to run + + // LOG_FATAL: Logs a fatal error in the application layer. This will trigger the Fatal Handler, which you can override + // The Fatal Handler provides a mechanism for handling unrecoverable errors gracefully, allowing you to define how the application reacts to fatal crashes + // LOG_FATAL("This is an example of log fatal crash!"); } \ No newline at end of file