Admin logs (#5419)
* Add admin logging, models, migrations * Add logging damage changes * Add Log admin flag, LogFilter, Logs admin menu tab, message Refactor admin logging API * Change admin log get method names * Fix the name again * Minute amount of reorganization * Reset Postgres db snapshot * Reset Sqlite db snapshot * Make AdminLog have a composite primary key of round, id * Minute cleanup * Change admin system to do a type check instead of index check * Make admin logs use C# 10 interpolated string handlers * Implement UI on its own window Custom controls Searching Add admin log converters * Implement limits into the query * Change logs to be put into an OutputPanel instead for text wrapping * Add log <-> player m2m relationship back * UI improvements, make text wrap, add separators * Remove entity prefix from damaged log * Add explicit m2m model, fix any players filter * Add debug command to test bulk adding logs * Admin logs now just kinda go * Add histogram for database update time * Make admin log system update run every 5 seconds * Add a cap to the log queue and a metric for how many times it has been reached * Add metric for logs sent in a round * Make cvars out of admin logs queue send delay and cap * Merge fixes * Reset some changes * Add test for adding and getting a single log * Add tests for bulk adding logs * Add test for querying logs * Add CallerArgumentExpression to LogStringHandler methods and test * Improve UI, fix SQLite, add searching by round * Add entities to admin logs * Move distinct after orderby * Add migrations * ef core eat my ass * Add cvar for client logs batch size * Sort logs from newest to oldest by default * Merge fixes * Reorganize tests and add one for date ordering * Add note to log types to not change their numeric values * Add impacts to logs, better UI filtering * Make log add callable from shared for convenience * Get current round id directly from game ticker * Revert namespace change for DamageableSystem
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@@ -1,9 +1,6 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using Content.Shared.ActionBlocker;
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using Robust.Shared.Serialization;
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namespace Content.Shared.FixedPoint
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@@ -13,10 +10,10 @@ namespace Content.Shared.FixedPoint
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/// To enforce this level of precision, floats are shifted by 2 decimal points, rounded, and converted to an int.
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/// </summary>
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[Serializable]
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public struct FixedPoint2 : ISelfSerialize, IComparable<FixedPoint2>, IEquatable<FixedPoint2>
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public struct FixedPoint2 : ISelfSerialize, IComparable<FixedPoint2>, IEquatable<FixedPoint2>, IFormattable
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{
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private int _value;
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private static readonly int Shift = 2;
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private const int Shift = 2;
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public static FixedPoint2 MaxValue { get; } = new(int.MaxValue);
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public static FixedPoint2 Epsilon { get; } = new(1);
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@@ -250,6 +247,11 @@ namespace Content.Shared.FixedPoint
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public override readonly string ToString() => $"{ShiftDown().ToString(CultureInfo.InvariantCulture)}";
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public string ToString(string? format, IFormatProvider? formatProvider)
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{
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return ToString();
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}
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public readonly string Serialize()
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{
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return ToString();
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