Log through a GameLog autoload instead of print()

GameLog.debug() prints only in debug builds, and GameLog.warning() reports
problems such as unexpected server data or failed downloads.
This commit is contained in:
Sansan committed 2026-10-06 11:15:03 +02:00
1 parent 5cdec5cc8f
commit 5831e1e73d
20 files changed
+137 -89

No files matched your search

+3 -3
View File
@@ -39,7 +39,7 @@ func close() -> void:
super()
func search() -> void:
print(search_bar.text)
GameLog.debug(search_bar.text)
var search_text: String = search_bar.text
if search_text == "":
@@ -153,7 +153,7 @@ func check_if_soundtrack_exists(soundtrack: String) -> bool:
return soundtrack_exists
func get_list_of_soundtracks() -> void:
print("get_list_of_soundtracks")
GameLog.debug("get_list_of_soundtracks")
var handle_soundtracks: Callable = func handle_soundtracks(array) -> void:
if typeof(array) == TYPE_ARRAY:
# Reuse existing labels: hide all and add to pool
@@ -164,7 +164,7 @@ func get_list_of_soundtracks() -> void:
for soundtrack: String in soundtracks:
add_soundtrack_reuse(soundtrack)
else:
print("Unexpected data")
GameLog.warning("Unexpected data")
MusicServerClient.fetch_all_soundtracks_ordered(handle_soundtracks)
## Replaces the searchable soundtracks and precomputes their search forms.