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https://github.com/loot/libloot.git
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Use new API logging functions in GUI
API logs need to be written to a different file, which isn't ideal in some respects, but is the easiest solution, and makes it clearer where content is from.
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@@ -66,6 +66,10 @@ boost::filesystem::path LootPaths::getLogPath() {
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return lootDataPath_ / "LOOTDebugLog.txt";
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}
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boost::filesystem::path LootPaths::getApiLogPath() {
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return lootDataPath_ / "LOOTAPIDebugLog.txt";
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}
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void LootPaths::initialise(const std::string& lootDataPath) {
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// Set the locale to get UTF-8 conversions working correctly.
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std::locale::global(boost::locale::generator().generate(""));
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@@ -36,6 +36,7 @@ public:
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static boost::filesystem::path getLootDataPath();
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static boost::filesystem::path getSettingsPath();
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static boost::filesystem::path getLogPath();
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static boost::filesystem::path getApiLogPath();
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// Sets the app path to the current path, and the data path to the given
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// path or (if it is an empty string), local app data path / "LOOT".
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@@ -36,9 +36,7 @@
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#include <boost/log/utility/setup/file.hpp>
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#include "gui/state/loot_paths.h"
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#include "loot/exception/game_detection_error.h"
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#include "loot/language.h"
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#include "loot/loot_version.h"
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#include "loot/api.h"
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#include "loot/windows_encoding_converters.h"
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#ifdef _WIN32
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@@ -152,6 +150,7 @@ void LootState::init(const std::string& cmdLineGame) {
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)
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);
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boost::log::add_common_attributes();
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SetLogFile(LootPaths::getApiLogPath().string());
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enableDebugLogging(isDebugLoggingEnabled());
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// Log some useful info.
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@@ -282,8 +281,10 @@ void LootState::selectGame(std::string preferredGame) {
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void LootState::enableDebugLogging(bool enable) {
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if (enable) {
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boost::log::core::get()->reset_filter();
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SetLoggingVerbosity(LogVerbosity::trace);
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} else {
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boost::log::core::get()->set_filter(boost::log::trivial::severity >= boost::log::trivial::warning);
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SetLoggingVerbosity(LogVerbosity::warning);
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}
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}
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