Now echoing Luprex console messages to the Unreal Log as well. Had to make them warnings in order to make them more visible, which in turn meant I had to modify the BreakToDebugger system to be able to ignore these console messages.
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@@ -2,6 +2,7 @@
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#include "BreakToDebugger.h"
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#include "Blueprint/BlueprintExceptionInfo.h"
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#include "Kismet2/KismetDebugUtilities.h"
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#include "LuprexEditorSettings.h"
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ELogVerbosity::Type FlxBreakToDebuggerOutputDevice::ConvertThreshold(ElxBreakToDebuggerThreshold Verbosity) {
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switch (Verbosity) {
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@@ -15,8 +16,8 @@ ELogVerbosity::Type FlxBreakToDebuggerOutputDevice::ConvertThreshold(ElxBreakToD
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}
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}
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FlxBreakToDebuggerOutputDevice::FlxBreakToDebuggerOutputDevice(const ElxBreakToDebuggerThreshold &SensitivityRef)
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: Sensitivity(SensitivityRef)
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FlxBreakToDebuggerOutputDevice::FlxBreakToDebuggerOutputDevice()
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: Settings(GetDefault<UlxEditorSettings>())
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{
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GLog->AddOutputDevice(this);
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}
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@@ -48,7 +49,7 @@ void FlxBreakToDebuggerOutputDevice::Serialize(const TCHAR* V, ELogVerbosity::Ty
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{
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// If the error isn't serious enough, do nothing.
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//
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if (Verbosity > ConvertThreshold(Sensitivity))
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if (Verbosity > ConvertThreshold(Settings->BreakToDebuggerLogVerbosity))
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{
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return;
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}
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@@ -67,6 +68,13 @@ void FlxBreakToDebuggerOutputDevice::Serialize(const TCHAR* V, ELogVerbosity::Ty
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UObject *TopObject = Frame->Object;
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if (TopObject == nullptr) return;
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// If the category is in the exclude list, do nothing.
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//
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if (Settings->BreakToDebuggerExcludeCategories.Contains(Category))
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{
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return;
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}
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// Notify the debugger that there's been an exception.
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//
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FBlueprintExceptionInfo ExceptionInfo(EBlueprintExceptionType::Breakpoint, FText::FromStringView(FStringView(V)));
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@@ -79,19 +79,15 @@ enum class ElxBreakToDebuggerThreshold : uint8 {
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};
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class UlxEditorSettings;
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struct FlxBreakToDebuggerOutputDevice : public FOutputDevice
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{
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public:
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// The constructor and destructor automatically register
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// this output device with GLog.
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//
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// This struct doesn't store the sensitivity threshold.
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// It relies on the LuprexGameMode class to do that, so
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// that the threshold can be easily edited with the
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// blueprint editor. This struct must be initialized
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// with a reference to the threshold variable.
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//
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FlxBreakToDebuggerOutputDevice(const ElxBreakToDebuggerThreshold &SensitivityRef);
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FlxBreakToDebuggerOutputDevice();
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~FlxBreakToDebuggerOutputDevice();
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// Inspect a log message.
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@@ -109,5 +105,5 @@ public:
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private:
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static ELogVerbosity::Type ConvertThreshold(ElxBreakToDebuggerThreshold Verbosity);
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const ElxBreakToDebuggerThreshold &Sensitivity;
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const UlxEditorSettings *Settings = nullptr;
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};
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@@ -2,3 +2,4 @@
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DEFINE_LOG_CATEGORY(LogLuprex);
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DEFINE_LOG_CATEGORY(LogLuprexIntegration);
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DEFINE_LOG_CATEGORY(LogLuprexConsole);
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@@ -153,3 +153,7 @@ DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Display, All);
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// Messages about the Luprex integration with Unreal.
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//
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Display, All);
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// Messages from the Luprex console.
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//
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprexConsole, Display, All);
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@@ -1 +1,7 @@
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#include "LuprexEditorSettings.h"
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#include "Common.h"
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UlxEditorSettings::UlxEditorSettings()
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{
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BreakToDebuggerExcludeCategories.Add(LogLuprexConsole.GetCategoryName());
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}
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@@ -25,6 +25,8 @@ class INTEGRATION_API UlxEditorSettings : public UDeveloperSettings
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GENERATED_BODY()
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public:
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UlxEditorSettings();
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virtual FName GetContainerName() const override { return TEXT("Editor"); }
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virtual FName GetCategoryName() const override { return TEXT("Luprex"); }
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virtual FName GetSectionName() const override { return TEXT("Settings"); }
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@@ -39,5 +41,9 @@ public:
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// severity, the blueprint debugger will automatically pause with a breakpoint.
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UPROPERTY(Config, EditAnywhere, Category="Debugging Tools")
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ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity;
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// Log categories in this set are excluded from BreakToDebugger triggering.
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UPROPERTY(Config, EditAnywhere, Category="Debugging Tools")
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TSet<FName> BreakToDebuggerExcludeCategories;
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};
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@@ -238,7 +238,7 @@ void ALuprexGameModeBase::InitializeGlobalState()
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// If somebody generates a log message that's severe enough, break to debugger.
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BreakToDebuggerLogVerbosityDevice.Reset(
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new FlxBreakToDebuggerOutputDevice(GetDefault<UlxEditorSettings>()->BreakToDebuggerLogVerbosity));
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new FlxBreakToDebuggerOutputDevice());
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}
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void ALuprexGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
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@@ -242,3 +242,8 @@ void UlxUtilityLibrary::ValidateLuaExpr(
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Status = w.ValidateLuaExpr(Code, ErrorMessage);
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}
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void UlxUtilityLibrary::LogLuprexConsoleMessage(const FString &Message)
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{
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UE_LOG(LogLuprexConsole, Warning, TEXT("%s"), *Message);
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}
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@@ -144,4 +144,9 @@ public:
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Utility")
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static void ValidateLuaExpr(ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code);
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// Log a message to the LogLuprexConsole category.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Utility")
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static void LogLuprexConsoleMessage(const FString &Message);
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};
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@@ -35,7 +35,7 @@ end
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function login.init(self, config)
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local player = global.get("nextplayer")
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global.set("nextplayer", player + 1)
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dprintf("login.init initializing %p, player %d", self, player)
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printf("login.init initializing %p, player %d", self, player)
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self.player = player
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self.color={0,0,0,0,0,0,0,0,0,0,0,0}
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self.kills=0
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@@ -45,7 +45,7 @@ function login.init(self, config)
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end
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function login.startscanning()
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dprintf("Scanning started. Actor=%p Place=%p", actor, place)
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printf("Scanning started. Actor=%p Place=%p", actor, place)
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while true do
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login.onescan()
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wait(1)
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@@ -75,7 +75,7 @@ end
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-- This gets called on the admin user. You can call login.init in here if you want.
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function world.init(self, config)
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dprint("world.init")
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print("world.init")
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global.set("nextplayer", 0)
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tangible.build{class=roster, anim={plane="earth", xyz={2000,0,0} } }
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tangible.build{class=cube, anim={plane="earth", xyz={500,-100,0}, mat_color={1,0,0}}}
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@@ -89,7 +89,7 @@ function roster.init(self,config)
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end
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function world.buildpylon()
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dprint("Building pylon")
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print("Building pylon")
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local radius=1000
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tangible.build{class=pylon,plane="earth",xyz={math.random(-radius,radius),math.random(-radius,radius),0}}.color=math.random(1,12)
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end
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@@ -110,29 +110,29 @@ end
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-- Four cases: Unnamed to new, Unnamed to existing, Named to new, Named to Existing
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function playas(who)
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dprintf("Playas %lP",place)
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printf("Playas %lP",place)
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if not actor.name and not place.character[who] then -- Unnamed to new
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dprintf("Case 1: Naming this character "..who)
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printf("Case 1: Naming this character "..who)
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actor.name=who
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tangible.keepactor(actor)
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place.character[who]=actor
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elseif actor.name and not place.character[who] then -- Named to new (Hard one)
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dprintf("Case 2: Creating new character "..who)
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dprintf("Case 2.0")
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printf("Case 2: Creating new character "..who)
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printf("Case 2.0")
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local nc=tangible.build{class=login, anim={plane="earth", xyz={0,0,0} } }
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dprintf("Case 2.1")
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printf("Case 2.1")
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nc.name=who
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dprintf("Case 2.2")
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printf("Case 2.2")
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tangible.keepactor(nc)
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dprintf("Case 2.3")
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printf("Case 2.3")
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place.character[who]=nc
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dprintf("Case 2.4: ...Place is now "..place)
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printf("Case 2.4: ...Place is now "..place)
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tangible.redirect(actor,nc)
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elseif not actor.name and place.character[who] then
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dprintf("Case 3: Logging in from unnamed to existing character "..who)
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printf("Case 3: Logging in from unnamed to existing character "..who)
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tangible.redirect(actor,place.character[who])
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elseif actor.name and place.character[who] then
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dprintf("Case 4: Logging in from "..actor.name.." to existing character "..who)
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printf("Case 4: Logging in from "..actor.name.." to existing character "..who)
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tangible.redirect(actor,place.character[who])
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end
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end
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@@ -144,24 +144,24 @@ function roster.lookmenu(add)
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end
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function cube.lookmenu(add)
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add("Cube A", function () dprint("Doing Cube A") end)
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add("Cube B", function () dprint("Doing Cube B") end)
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add("Cube C", function () dprint("Doing Cube C") end)
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add("Cube Hi", function () dprint("Doing Cube Hi") end)
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add("Cube Bye", function () dprint("Doing Cube Bye") end)
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add("Cube Yo", function () dprint("Doing Cube Yo") end)
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add("Cube Z", function () dprint("Doing Cube Z") end)
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add("Cube A", function () print("Doing Cube A") end)
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add("Cube B", function () print("Doing Cube B") end)
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add("Cube C", function () print("Doing Cube C") end)
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add("Cube Hi", function () print("Doing Cube Hi") end)
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add("Cube Bye", function () print("Doing Cube Bye") end)
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add("Cube Yo", function () print("Doing Cube Yo") end)
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add("Cube Z", function () print("Doing Cube Z") end)
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end
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function sphere.lookhotkeys(add)
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add("FaceL", "Sphere Hi", function () dprint("Doing Sphere Hi") end)
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add("FaceM", "Sphere Bye", function () dprint("Doing Sphere Bye") end)
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add("FaceR", "Sphere Yo", function () dprint("Doing Sphere Yo") end)
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add("FaceL", "Sphere Hi", function () print("Doing Sphere Hi") end)
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add("FaceM", "Sphere Bye", function () print("Doing Sphere Bye") end)
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add("FaceR", "Sphere Yo", function () print("Doing Sphere Yo") end)
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end
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function sphere.tick(foo)
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dprint("Tick")
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print("Tick")
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end
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