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.
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@@ -20,7 +20,7 @@ var retry_seconds: float = 5.0
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## Loads the songs already in the server playlist, then starts preloading new ones.
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## Preloading waits for the list, because loading the list clears the playlist.
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func load_song_list() -> void:
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print("load_song_list")
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GameLog.debug("load_song_list")
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var song_list_fetched: Callable = func song_list_fetched(data) -> void:
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Playlist.clear_song_list()
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if typeof(data) == TYPE_ARRAY:
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@@ -33,7 +33,7 @@ func load_song_list() -> void:
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new_song_object.has_played = true
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Playlist.add_to_playlist(new_song_object)
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elif data != null:
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print("Unexpected data")
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GameLog.warning("Unexpected data")
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Playlist.update_last_played_song()
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song_list_loaded.emit()
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fetch_song_if_idle()
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@@ -42,7 +42,7 @@ func load_song_list() -> void:
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## Starts downloading one more song, which keeps downloading until the cache is full.
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func fetch_song() -> void:
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print("fetch_song")
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GameLog.debug("fetch_song")
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Playlist.is_song_downloading = true
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_download_random_song(SongObject.new())
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@@ -64,7 +64,7 @@ func fill_cache() -> void:
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# the server and the game keep the same songs in their playlists.
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func _download_random_song(new_song_object: SongObject) -> void:
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var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
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print("song_downloaded")
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GameLog.debug("song_downloaded")
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var sound: AudioStream = AudioStreamMP3.new()
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sound.data = body
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new_song_object.song = sound
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@@ -80,11 +80,11 @@ func _add_song_to_queue(new_song_object: SongObject) -> void:
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func _fetch_song_info(new_song_object: SongObject) -> void:
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var song_info_fetched: Callable = func song_info_fetched(data_received: Dictionary) -> void:
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print("song_info_fetched")
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GameLog.debug("song_info_fetched")
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new_song_object.song_number = data_received.SongNo
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new_song_object.soundtrack_title = data_received.Soundtrack
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new_song_object.song_title = data_received.Song
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print("new_song_object: ", new_song_object.to_string())
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GameLog.debug("new_song_object: ", new_song_object.to_string())
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Playlist.add_to_playlist(new_song_object)
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if Playlist.should_preload_more_songs():
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fetch_song()
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@@ -96,5 +96,5 @@ func _fetch_song_info(new_song_object: SongObject) -> void:
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func _retry_later(step: Callable) -> void:
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print("Song download failed, retrying in %s seconds" % retry_seconds)
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GameLog.warning("Song download failed, retrying in %s seconds" % retry_seconds)
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get_tree().create_timer(retry_seconds).timeout.connect(step)
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