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Godot Log AutoLoad. Helper methods to prefix network status in message.
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# Log AutoLoad | |
extends Node | |
const nil = StringName("<NIL>") | |
func print(message: Variant, m2: Variant = nil, m3: Variant = nil, m4: Variant = nil, m5: Variant = nil, m6: Variant = nil) -> void: | |
print(build_message(message, m2, m3, m4, m5, m6)) | |
func prints(message: Variant, m2: Variant = nil, m3: Variant = nil, m4: Variant = nil, m5: Variant = nil, m6: Variant = nil) -> void: | |
print(build_message(message, m2, m3, m4, m5, m6, " ")) | |
func printt(message: Variant, m2: Variant = nil, m3: Variant = nil, m4: Variant = nil, m5: Variant = nil, m6: Variant = nil) -> void: | |
print(build_message(message, m2, m3, m4, m5, m6, "\t")) | |
func printerr(message: Variant, m2: Variant = nil, m3: Variant = nil, m4: Variant = nil, m5: Variant = nil, m6: Variant = nil) -> void: | |
printerr(build_message(message, m2, m3, m4, m5, m6)) | |
func push_error(message: Variant, m2: Variant = nil, m3: Variant = nil, m4: Variant = nil, m5: Variant = nil, m6: Variant = nil) -> void: | |
push_error(build_message(message, m2, m3, m4, m5, m6)) | |
func push_warning(message: Variant, m2: Variant = nil, m3: Variant = nil, m4: Variant = nil, m5: Variant = nil, m6: Variant = nil) -> void: | |
push_warning(build_message(message, m2, m3, m4, m5, m6)) | |
func build_message(message: Variant, m2: Variant = nil, m3: Variant = nil, m4: Variant = nil, m5: Variant = nil, m6: Variant = nil, separator: Variant = null) -> String: | |
var text: String = "" | |
for msg in [message, m2, m3, m4, m5, m6]: | |
if is_nil(msg): | |
continue | |
if separator && text.length(): | |
text += separator | |
text += str(msg) | |
return message_prefix() + text | |
func message_prefix() -> String: | |
if !is_multiplayer_connected() || multiplayer.multiplayer_peer is OfflineMultiplayerPeer: | |
return "" | |
var prefix := "[" | |
if multiplayer.is_server(): | |
prefix += "SERVER" | |
else: | |
prefix += "CLIENT %s" % multiplayer.multiplayer_peer.get_unique_id() | |
prefix += "] " | |
return prefix | |
func is_multiplayer_connected() -> bool: | |
return multiplayer.multiplayer_peer && multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED | |
func is_nil(object: Variant) -> bool: | |
return typeof(object) == typeof(nil) && object == nil |
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