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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@@ -83,7 +83,7 @@ func show_section_if_has_data(data: Variant, vbox: VBoxContainer, separator: VSe
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return false
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func start_sync() -> void:
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print("start_sync")
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GameLog.debug("start_sync")
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self.visible = true
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if has_synced:
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# Already synced, just show the results
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@@ -98,10 +98,10 @@ func start_sync() -> void:
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MusicServerClient.start_sync(sync_request_sent)
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func _on_sync_timeout() -> void:
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print("_on_sync_timeout!")
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GameLog.debug("_on_sync_timeout!")
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var get_progress: Callable = func get_progress(data_received: Dictionary) -> void:
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print("get_progress")
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print("data_received: ", data_received)
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GameLog.debug("get_progress")
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GameLog.debug("data_received: ", data_received)
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if data_received != null:
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if data_received.has("progress"):
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sync_progress_bar.value = int(data_received.progress)
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@@ -176,7 +176,7 @@ func on_sync_finished(data_received: Dictionary) -> void:
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sync_time.text = "Total time: " + data_received.total_time if data_received.has("total_time") else ""
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Settings.currently_syncing = false
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sync_timer.stop()
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print("sync finished")
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GameLog.debug("sync finished")
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show_sync_result()
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restart_sync_button.visible = true
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sync_finished.emit()
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