added NLog to lib folder for logging

added log configuration to ANX.Framework assembly
added debug logging to ANX.Inputsystem.Windows.XInput and ANX.Framework
This commit is contained in:
Glatzemann 2011-11-21 16:00:02 +00:00
parent dd640f61e2
commit f931832502
8 changed files with 96 additions and 21 deletions

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@ -36,6 +36,10 @@
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="NLog, Version=2.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\lib\NLog\NLog.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
@ -459,6 +463,11 @@
<ItemGroup>
<Folder Include="Content\MediaTypeReaders\" />
</ItemGroup>
<ItemGroup>
<None Include="NLog.config">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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@ -7,6 +7,7 @@ using System.Threading;
using ANX.Framework.Content;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using NLog;
#endregion // Using Statements
@ -61,6 +62,8 @@ namespace ANX.Framework
{
public class Game : IDisposable
{
private static Logger logger = LogManager.GetCurrentClassLogger();
private IGraphicsDeviceManager graphicsDeviceManager;
private IGraphicsDeviceService graphicsDeviceService;
private GameServiceContainer gameServices;
@ -98,15 +101,22 @@ namespace ANX.Framework
public Game(String renderSystemName = "DirectX10", String inputSystemName = "XInput", String soundSystemName = "XAudio")
{
logger.Info("created a new Game-Class");
logger.Info("- asked for RenderSystem '{0}'", renderSystemName);
logger.Info("- asked for InputSystem '{0}'", inputSystemName);
logger.Info("- asked for SoundSystem '{0}'", soundSystemName);
this.gameServices = new GameServiceContainer();
this.gameTime = new GameTime();
try
{
AddInSystemFactory.Instance.Initialize();
logger.Info("initializing AddInSystemFactory");
AddInSystemFactory.Instance.Initialize();
}
catch (Exception ex)
{
logger.ErrorException("Error while initializing AddInSystem.", ex);
throw new AddInLoadingException("Error while initializing AddInSystem.", ex);
}
@ -116,6 +126,7 @@ namespace ANX.Framework
}
catch (Exception ex)
{
logger.ErrorException(String.Format("Error during loading InputSystem {0}", inputSystemName), ex);
throw new AddInLoadingException(String.Format("Error during loading InputSystem {0}", inputSystemName), ex);
}
IInputSystemCreator inputSystemCreator = AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>();
@ -124,12 +135,14 @@ namespace ANX.Framework
this.gameServices.AddService(typeof(IInputSystemCreator), inputSystemCreator);
}
try{
AddInSystemFactory.Instance.SetDefaultCreator(soundSystemName);
try
{
AddInSystemFactory.Instance.SetDefaultCreator(soundSystemName);
}
catch (Exception ex)
{
throw new AddInLoadingException(String.Format("Error during loading SoundSystem {0}", inputSystemName), ex);
logger.ErrorException(String.Format("Error during loading SoundSystem {0}", soundSystemName), ex);
throw new AddInLoadingException(String.Format("Error during loading SoundSystem {0}", soundSystemName), ex);
}
ISoundSystemCreator soundSystemCreator = AddInSystemFactory.Instance.GetDefaultCreator<ISoundSystemCreator>();
@ -140,11 +153,12 @@ namespace ANX.Framework
try
{
AddInSystemFactory.Instance.SetDefaultCreator(renderSystemName);
AddInSystemFactory.Instance.SetDefaultCreator(renderSystemName);
}
catch (Exception ex)
{
throw new AddInLoadingException(String.Format("Error during loading RenderSystem {0}", inputSystemName), ex);
logger.ErrorException(String.Format("Error during loading RenderSystem {0}", renderSystemName), ex);
throw new AddInLoadingException(String.Format("Error during loading RenderSystem {0}", renderSystemName), ex);
}
IRenderSystemCreator renderSystemCreator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
if (renderSystemCreator != null)
@ -152,6 +166,8 @@ namespace ANX.Framework
this.gameServices.AddService(typeof(IRenderSystemCreator), renderSystemCreator);
}
logger.Info("creating GameHost");
//TODO: error handling if creator is null
this.host = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateGameHost(this);
@ -162,13 +178,17 @@ namespace ANX.Framework
this.host.Idle += new EventHandler<EventArgs>(this.HostIdle);
this.host.Exiting += new EventHandler<EventArgs>(this.HostExiting);
logger.Info("creating ContentManager");
this.content = new ContentManager(this.gameServices);
logger.Info("creating GameTimer");
this.clock = new GameTimer();
this.isFixedTimeStep = true;
this.gameUpdateTime = new GameTime();
this.inactiveSleepTime = TimeSpan.Zero;
this.targetElapsedTime = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L); // default is 1/60s
logger.Info("finished initializing new Game class");
}
~Game()

15
ANX.Framework/NLog.config Normal file
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@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8" ?>
<nlog xmlns="http://www.nlog-project.org/schemas/NLog.xsd"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<!-- make sure to set 'Copy To Output Directory' option for this file -->
<!-- go to http://nlog-project.org/wiki/Configuration_file for more information -->
<targets>
<target name="file" xsi:type="File" fileName="${basedir}/log.txt" deleteOldFileOnStartup="true" />
</targets>
<rules>
<logger name="*" minlevel="Debug" writeTo="file" />
</rules>
</nlog>

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@ -5,6 +5,7 @@ using System.Reflection;
using System.Collections.Generic;
using System.Linq;
using ANX.Framework.Input;
using NLog;
#endregion // Using Statements
@ -64,6 +65,8 @@ namespace ANX.Framework.NonXNA
private bool initialized;
private Dictionary<Type, ICreator> defaultCreators = new Dictionary<Type, ICreator>();
private static Logger logger = LogManager.GetCurrentClassLogger();
public static AddInSystemFactory Instance
{
get
@ -71,6 +74,7 @@ namespace ANX.Framework.NonXNA
if (instance == null)
{
instance = new AddInSystemFactory();
logger.Debug("Created AddInSystemFactory instance");
}
return instance;
@ -86,12 +90,16 @@ namespace ANX.Framework.NonXNA
{
if (!initialized)
{
logger.Info("[ANX] Initializing ANX.Framework AddInSystemFactory...");
String executingAssembly = Assembly.GetExecutingAssembly().Location;
foreach (String file in Directory.EnumerateFiles(Path.GetDirectoryName(executingAssembly), "*.dll", SearchOption.TopDirectoryOnly))
{
if (!file.Equals(executingAssembly))
{
logger.Info("[ANX] trying to load '{0}'...", file);
Assembly part = null;
try
@ -100,16 +108,20 @@ namespace ANX.Framework.NonXNA
}
catch (Exception ex)
{
logger.Debug("error calling Assembly.LoadFile({0}) Exception: {1}", file, ex.Message);
}
if (part != null)
{
logger.Info("[ANX] scanning for ANX interfaces...");
foreach (Type t in part.GetTypes().Where(p => typeof(IInputSystemCreator).IsAssignableFrom(p) ||
typeof(IRenderSystemCreator).IsAssignableFrom(p) ||
typeof(ISoundSystemCreator).IsAssignableFrom(p)
))
{
logger.Info("[ANX] registering instance of '{0}'...", t.FullName);
var instance = part.CreateInstance(t.FullName);
((ICreator)instance).RegisterCreator(this);
}

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@ -31,8 +31,8 @@ using System.Runtime.InteropServices;
//
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
[assembly: AssemblyVersion("0.4.19.*")]
[assembly: AssemblyFileVersion("0.4.19.0")]
[assembly: AssemblyVersion("0.4.20.*")]
[assembly: AssemblyFileVersion("0.4.20.0")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX11.1")]

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@ -31,6 +31,10 @@
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="NLog, Version=2.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\NLog\NLog.dll</HintPath>
</Reference>
<Reference Include="SharpDX">
<HintPath>..\..\lib\SharpDX\Bin\SharpDX.dll</HintPath>
</Reference>

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@ -6,6 +6,7 @@ using System.Text;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using NLog;
#endregion // Using Statements
@ -60,33 +61,47 @@ namespace ANX.InputSystem.Windows.XInput
{
public class Creator : IInputSystemCreator
{
private static Logger logger = LogManager.GetCurrentClassLogger();
public string Name
{
get { return "XInput"; }
}
public IGamePad GamePad
{
get { return new GamePad(); }
get
{
return "XInput";
}
}
public void RegisterCreator(AddInSystemFactory factory)
{
logger.Debug("adding XInput creator to creator collection of AddInSystemFactory");
factory.AddCreator(this);
}
public IGamePad GamePad
{
get
{
logger.Debug("returning a new XInput GamePad device");
return new GamePad();
}
}
public IMouse Mouse
{
get { return new Mouse(); }
get
{
logger.Debug("returning a new XInput Mouse device");
return new Mouse();
}
}
public IKeyboard Keyboard
{
get { return new Keyboard(); }
get
{
logger.Debug("returning a new XInput Keyboard device");
return new Keyboard();
}
}
#if XNAEXT

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@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.6.0.0")]
[assembly: AssemblyFileVersion("0.6.0.0")]
[assembly: AssemblyVersion("0.6.1.0")]
[assembly: AssemblyFileVersion("0.6.1.0")]