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* Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps (#81697) ## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. * Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
65 lines
1.7 KiB
Plaintext
65 lines
1.7 KiB
Plaintext
/// Logging for loading and caching assets
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/proc/log_asset(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_ASSET, text, data)
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/// Logging for config errors
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/// Rarely gets called; just here in case the config breaks.
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/proc/log_config(text, list/data)
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logger.Log(LOG_CATEGORY_CONFIG, text, data)
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SEND_TEXT(world.log, text)
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/proc/log_filter_raw(text, list/data)
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logger.Log(LOG_CATEGORY_FILTER, text, data)
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/// Logging for job slot changes
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/proc/log_job_debug(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_JOB, text, data)
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/// Logging for lua scripting
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/proc/log_lua(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_LUA, text, data)
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/// Logging for mapping errors
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/proc/log_mapping(text, skip_world_log)
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#ifdef UNIT_TESTS
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GLOB.unit_test_mapping_logs += text
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#endif
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#ifdef MAP_TEST
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message_admins("Mapping: [text]")
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#endif
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logger.Log(LOG_CATEGORY_DEBUG_MAPPING, text)
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if(skip_world_log)
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return
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SEND_TEXT(world.log, text)
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/// Logging for game performance
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/proc/log_perf(list/perf_info)
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. = "[perf_info.Join(",")]\n"
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WRITE_LOG_NO_FORMAT(GLOB.perf_log, .)
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/// Logging for hard deletes
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/proc/log_qdel(text, list/data)
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logger.Log(LOG_CATEGORY_QDEL, text, data)
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/* Log to the logfile only. */
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/proc/log_runtime(text, list/data)
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logger.Log(LOG_CATEGORY_RUNTIME, text, data)
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/proc/log_signal(text, list/data)
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logger.Log(LOG_CATEGORY_SIGNAL, text, data)
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/// Logging for DB errors
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/proc/log_sql(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_SQL, text, data)
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/// Logging for world/Topic
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/proc/log_topic(text, list/data)
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logger.Log(LOG_CATEGORY_GAME_TOPIC, text, data)
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/// Log to both DD and the logfile.
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/proc/log_world(text, list/data)
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#ifdef USE_CUSTOM_ERROR_HANDLER
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logger.Log(LOG_CATEGORY_RUNTIME, text, data)
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#endif
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SEND_TEXT(world.log, text)
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