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