updated NLog to v5

fixed most of issues with world creating/loading
fixed log window lags
fixed some compiler warnings
fixed empty log files creating
fixed logging performance
added better logging of load process
This commit is contained in:
z__
2022-02-02 14:09:08 +07:00
parent ab61674b47
commit 70833adb44
29 changed files with 304 additions and 298 deletions

View File

@@ -8,6 +8,8 @@ using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Media;
using System.Windows.Threading;
using Sandbox;
using Torch.API;
using Torch.API.Managers;
using Torch.Server.Annotations;
using Torch.Server.Managers;
@@ -32,15 +34,26 @@ namespace Torch.Server.Views
public ConfigControl()
{
InitializeComponent();
_instanceManager = TorchBase.Instance.Managers.GetManager<InstanceManager>();
#pragma warning disable CS0618
var instance = TorchBase.Instance;
#pragma warning restore CS0618
instance.GameStateChanged += InstanceOnGameStateChanged;
_instanceManager = instance.Managers.GetManager<InstanceManager>();
_instanceManager.InstanceLoaded += _instanceManager_InstanceLoaded;
DataContext = _instanceManager.DedicatedConfig;
TorchSettings.DataContext = (TorchConfig)TorchBase.Instance.Config;
InitializeComponent();
TorchSettings.DataContext = (TorchConfig)instance.Config;
// Gets called once all children are loaded
Dispatcher.BeginInvoke(DispatcherPriority.Loaded, new Action(ApplyStyles));
}
private void InstanceOnGameStateChanged(MySandboxGame game, TorchGameState newState)
{
if (newState > TorchGameState.Creating)
Dispatcher.InvokeAsync(() => DediConfigScrollViewer.IsEnabled = false);
}
private void CheckValid()
{
ConfigValid = !_bindingExpressions.Any(x => x.HasError);