Before opening the file for writing, its file size is tested. If it exceeds 50 MB, it is moved to debut.txt.1, otherwise the log is appended to the old messages. An old debut.txt.1 is removed if it already exists.
Use the --color command line parameter instead of a setting for coloured logs
This fixes the missing warningstream bug, g_settings->get mustn't be used there.
Also, the decision about en- or disabling log colours fits better to the command line parameters than minetest settings.
Previously, race conditions occurred inside logging, that caused
segfaults because a thread was trying to use an old pointer that
was freed when the string was reallocated. Using a fixed-length buffer
avoids this, at the cost of cutting too long messages over seveal lines.
This adds a chat console the server owner can use for administration
or to talk with players.
It runs in its own thread, which makes the user interface immune to
the server's lag, behaving just like a client, except timeout.
As it uses the same console code as the f10 console, things like nick
completion or a scroll buffer basically come for free.
The terminal itself is written in a general way so that adding a
client version later on is just about implementing an interface.
Fatal errors are printed after the console exists and the ncurses
terminal buffer gets cleaned up with endwin(), so that the error still
remains visible.
The server owner can chose their username their entered text will
have in chat and where players can send PMs to.
Once the username is secured with a password to prevent anybody to
take over the server, the owner can execute admin tasks over the
console.
This change includes a contribution by @kahrl who has improved ncurses
library detection.
Previously, the invocation of Logger::addOutput(ILogOutput *out) led to
an out of bounds write of the m_outputs vector, resulting in the
m_silenced_levels array being modified.
Fortunately, the only caller of that method was android system logging,
and only since a few commits ago.
-> Get rid of Logger::logToSystem and use normal downstream output system for android instead
-> Give the downstream output system more information: enrich the log function of ILogOutput
with information and add ICombinedLogOutput for easier use.
-> Make Logger::getLevelLabel() static and public so that it can be used by downstream log output.
-> Add g_ and m_ prefixes where required
- Add warning log level
- Change debug_log_level setting to enumeration string
- Map Irrlicht log events to MT log events
- Encapsulate log_* functions and global variables into a class, Logger
- Unify dstream with standard logging mechanism
- Unify core.debug() with standard core.log() script API
* Rename everything.
* Strip J prefix.
* Change UpperCamelCase functions to lowerCamelCase.
* Remove global (!) semaphore count mutex on OSX.
* Remove semaphore count getter (unused, unsafe, depended on internal
API functions on Windows, and used a hack on OSX).
* Add `Atomic<type>`.
* Make `Thread` handle thread names.
* Add support for C++11 multi-threading.
* Combine pthread and win32 sources.
* Remove `ThreadStarted` (unused, unneeded).
* Move some includes from the headers to the sources.
* Move all of `Event` into its header (allows inlining with no new includes).
* Make `Event` use `Semaphore` (except on Windows).
* Move some porting functions into `Thread`.
* Integrate logging with `Thread`.
* Add threading test.
Move debug streams to log.cpp|h
Move GUI-related globals to clientlauncher
Move g_settings and g_settings_path to settings.cpp|h
Move g_menuclouds to clouds.cpp|h
Move g_profiler to profiler.cpp|h
Copy only minetest_game to apk by default
Don't copy .git and .svn folders to apk
Fix bouncing asset copy scrollbar due to long filepaths
Reenable font scaling to fix broken menu on high dpi screens
Implement minetest loglevel to android loglevel mapping
Disable touch digging while moving around
There have been plenty of ppl involved in creating this version.
I don't wanna mention names as I'm sure I'd forget someone so I
just tell where help has been done:
- The partial android versions done by various ppl
- Testing on different android devices
- reviewing code (especially the in core changes)
- testing controls
- reviewing texts
A big thank you to everyone helping this to be completed!