lm: Handle threads and modules within the logger

The thread field serves to indicate which thread a log is related to and
provides the length of the thread's name, so we can print that out,
ditto for modules.

Now we can know what threads are potentially spawning off logging
messages (for example Lydie & Suelle bounces between MainThread and
LoadingThread when initializing the game).
This commit is contained in:
Lioncash 2018-08-15 00:23:45 -04:00
parent 301baaa942
commit e0b0f4eece

View File

@ -92,7 +92,11 @@ private:
// Parse out log metadata
u32 line{};
std::string message, filename, function;
std::string module;
std::string message;
std::string filename;
std::string function;
std::string thread;
while (addr < end_addr) {
const Field field{static_cast<Field>(Memory::Read8(addr++))};
const size_t length{Memory::Read8(addr++)};
@ -102,6 +106,8 @@ private:
}
switch (field) {
case Field::Skip:
break;
case Field::Message:
message = Memory::ReadCString(addr, length);
break;
@ -114,6 +120,12 @@ private:
case Field::Function:
function = Memory::ReadCString(addr, length);
break;
case Field::Module:
module = Memory::ReadCString(addr, length);
break;
case Field::Thread:
thread = Memory::ReadCString(addr, length);
break;
}
addr += length;
@ -128,12 +140,18 @@ private:
if (!filename.empty()) {
log_stream << filename << ':';
}
if (!module.empty()) {
log_stream << module << ':';
}
if (!function.empty()) {
log_stream << function << ':';
}
if (line) {
log_stream << std::to_string(line) << ':';
}
if (!thread.empty()) {
log_stream << thread << ':';
}
if (log_stream.str().length() > 0 && log_stream.str().back() == ':') {
log_stream << ' ';
}