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

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+5 -5
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@@ -41,7 +41,7 @@ func _ready() -> void:
## Shows or hides the row for adding players, and the buttons for removing them.
func add_players() -> void:
print("add_players")
GameLog.debug("add_players")
Settings.edit_players = !Settings.edit_players
add_player_container.visible = !add_player_container.visible
new_player_name_field.grab_focus()
@@ -50,7 +50,7 @@ func add_players() -> void:
## Adds a player with the name in the name field, unless it is empty or there are
## already as many players as there can be.
func add_player() -> void:
print("add_player")
GameLog.debug("add_player")
if new_player_name_field.text != "" && Settings.player_array.size() < Settings.MAX_NUMBER_OF_PLAYERS:
var new_player_object: PlayerObject = PlayerObject.new(new_player_name_field.text)
new_player_name_field.text = ""
@@ -62,11 +62,11 @@ func add_player() -> void:
## Shows the players in [code]Settings.player_array[/code] again, e.g. after their
## points were reset.
func reload() -> void:
print("load_players")
GameLog.debug("load_players")
Settings.delete_children(players_list_container)
var counter: int = 0
for player_object: PlayerObject in Settings.player_array:
print(player_object.player_name)
GameLog.debug(player_object.player_name)
var new_player: Player = _player_row.instantiate()
new_player.player_object = player_object
@@ -84,7 +84,7 @@ func _on_change_character_clicked(row: Player, player_name: String) -> void:
func _on_player_removed(player_object: PlayerObject) -> void:
print("_on_player_removed ", player_object.player_name)
GameLog.debug("_on_player_removed ", player_object.player_name)
Settings.player_array.erase(player_object)
reload()
player_removed.emit(player_object)