example(client)(logging): showcase logging
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//
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//
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#include <ICEngine.hpp>
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#include <ICEngine.hpp>
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#include <fstream>
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void ShowLogger();
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int main() {
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int main() {
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Logger logger;
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ShowLogger();
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logger.logVersion();
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return 0;
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return 0;
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}
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}
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void ShowLogger() {
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// The logger needs to be initialized before you can use it.
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// This will be done by the engine, NEVER the user.
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ICEngine::Log::Init();
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// Before using the logger macros, you may want to configure logging options such as log levels and output streams.
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// By default, the logger outputs to std::cout, but you can add more streams (e.g., files) or set the log level as needed.
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// Logging Levels:
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// - OFF
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// - TRACE
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// - DEBUG
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// - WARN
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// - ERROR
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// - CRITICAL
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// - FATAL
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ICEngine::Log::GetCoreLogger()->SetLevel(ICEngine::TRACE);
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ICEngine::Log::GetAppLogger()->SetLevel(ICEngine::TRACE);
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// You can have multiple log streams, ie console + file etc
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// You do not need to have the same streams for each logger
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#include <fstream>
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std::ofstream coreFileStream("core_logs.txt");
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std::ofstream appFileStream("app_logs.txt");
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ICEngine::Log::GetCoreLogger()->AddStream(&coreFileStream);
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ICEngine::Log::GetAppLogger()->AddStream(&appFileStream);
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// You can log multiple different types with formatting
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int age = 30;
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std::string module = "Network";
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// CORE logger is intended for internal engine or core-level logging
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// In most cases, you won't need to use CORE logging in game/application code,
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// but it’s available for engine-level diagnostics if necessary
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CORE_LOG_TRACE("Initializing {} with age {}", module, age); // Logs a trace-level message, useful for very detailed information
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CORE_LOG_DEBUG("This is an example of a debug message"); // Logs a debug message, typically used for debugging purposes
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CORE_LOG_WARN("This is an example of a warn message"); // Logs a warning, indicating a non-critical issue that should be investigated
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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
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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.
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// CORE_LOG_FATAL: Logs a fatal error that crashes the application. Fatal errors in the core usually lead to dumping information into crash logs
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// and stopping the program. Use with extreme caution and only in situations where the application can't recover
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// CORE_LOG_FATAL("This is an example of a fatal message");
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// These macros are designed for logging from your game or application code
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// They allow you to monitor application flow, errors, and warnings from the perspective of the game logic or app layer
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LOG_TRACE("App took longer to respond than expected: {} seconds", 2.34); // Logs a trace message, ideal for fine-grained, verbose debugging details
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LOG_DEBUG("This is an example of a debug message"); // Logs a debug message, typically used to help trace the execution during development
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LOG_WARN("This is an example of a warn message"); // Logs a warning, indicating something unexpected happened, but the application can continue running
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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
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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
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// LOG_FATAL: Logs a fatal error in the application layer. This will trigger the Fatal Handler, which you can override
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// The Fatal Handler provides a mechanism for handling unrecoverable errors gracefully, allowing you to define how the application reacts to fatal crashes
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// LOG_FATAL("This is an example of log fatal crash!");
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}
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