Files
aee-arcade/source/game/debug_config.cpp
T
JailDesignerandClaude Opus 4.7 c8882a3f6e refactor(log): migra els subsistemes restants i elimina iostream
Acaba la migració dels std::cout/cerr a Log::*:

- core/locale, core/ui/ui_config, core/rendering/{screen,text,gif,
  surface, sprite/animated_sprite, sdl3gpu/*}.
- game/{options, debug_config, editor/editor_config, levels/level_manager,
  map/{map,tilemap,paint_layer}, entities/entity_manager_loadlevel}.

Severitats coherents: warns per a configs absents amb fallback,
errors per a YAML malformat o E/S fallida, infos per a estats.

Resultat:
- 0 occurrences de std::cout/std::cerr a source/.
- Cap #include <iostream> orfà (eliminat de surface.cpp).
- Output funcional idèntic al històric; AEE_LOG filtra (ex.
  `AEE_LOG=warn` només mostra warnings, `AEE_LOG=*:warn,Tag:info`
  combina globals i overrides).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 09:34:24 +02:00

180 lines
7.0 KiB
C++

#include "game/debug_config.hpp"
#include <exception>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <string>
#include "external/fkyaml_node.hpp"
#include "utils/log.hpp"
namespace DebugConfig {
namespace {
auto readFile(const std::string& path) -> std::string {
std::ifstream file(path);
if (!file) { return {}; }
std::stringstream buffer;
buffer << file.rdbuf();
return buffer.str();
}
auto fromName(const std::string& name) -> StartScene {
if (name == "LOGO") { return StartScene::LOGO; }
if (name == "TITLE") { return StartScene::TITLE; }
if (name == "INTRO") { return StartScene::INTRO; }
if (name == "GAME") { return StartScene::GAME; }
return StartScene::GAME;
}
auto isKnown(const std::string& name) -> bool {
return name == "LOGO" || name == "TITLE" || name == "INTRO" || name == "GAME";
}
auto playersFromName(const std::string& name) -> StartingPlayers {
if (name == "P1") { return StartingPlayers::P1; }
if (name == "P2") { return StartingPlayers::P2; }
if (name == "BOTH") { return StartingPlayers::BOTH; }
return StartingPlayers::BOTH;
}
auto isKnownPlayers(const std::string& name) -> bool {
return name == "P1" || name == "P2" || name == "BOTH";
}
} // namespace
auto parseStartScene(const std::string& yaml_content) -> StartScene {
if (yaml_content.empty()) { return StartScene::GAME; }
try {
auto yaml = fkyaml::node::deserialize(yaml_content);
if (!yaml.contains("start_scene")) { return StartScene::GAME; }
const auto RAW = yaml["start_scene"].get_value<std::string>();
if (!isKnown(RAW)) {
Log::warn("debug.yaml", "start_scene \"{}\" invàlid, arrancant a GAME", RAW);
return StartScene::GAME;
}
return fromName(RAW);
} catch (const std::exception& e) {
Log::error("debug.yaml", "error parsejant: {} — arrancant a GAME", e.what());
return StartScene::GAME;
}
}
auto resolveStartScene(const std::string& file_path) -> StartScene {
std::error_code error;
if (!std::filesystem::exists(file_path, error)) {
// Silenciós: la no-existència és el cas per defecte en una màquina
// neta, no un error. L'usuari crea el fitxer quan el necessita.
return StartScene::GAME;
}
const auto CONTENT = readFile(file_path);
if (CONTENT.empty()) {
Log::warn("debug.yaml", "fitxer buit a {}, arrancant a GAME", file_path);
return StartScene::GAME;
}
return parseStartScene(CONTENT);
}
auto parseStartingPlayers(const std::string& yaml_content) -> StartingPlayers {
if (yaml_content.empty()) { return StartingPlayers::BOTH; }
try {
auto yaml = fkyaml::node::deserialize(yaml_content);
if (!yaml.contains("starting_players")) { return StartingPlayers::BOTH; }
const auto RAW = yaml["starting_players"].get_value<std::string>();
if (!isKnownPlayers(RAW)) {
Log::warn("debug.yaml", "starting_players \"{}\" invàlid, arrancant amb BOTH", RAW);
return StartingPlayers::BOTH;
}
return playersFromName(RAW);
} catch (const std::exception& e) {
Log::error("debug.yaml", "error parsejant starting_players: {} — arrancant amb BOTH", e.what());
return StartingPlayers::BOTH;
}
}
auto resolveStartingPlayers(const std::string& file_path) -> StartingPlayers {
std::error_code error;
if (!std::filesystem::exists(file_path, error)) { return StartingPlayers::BOTH; }
const auto CONTENT = readFile(file_path);
if (CONTENT.empty()) { return StartingPlayers::BOTH; }
return parseStartingPlayers(CONTENT);
}
auto parseStartingLevel(const std::string& yaml_content) -> std::optional<StartingLevel> {
if (yaml_content.empty()) { return std::nullopt; }
try {
auto yaml = fkyaml::node::deserialize(yaml_content);
if (!yaml.contains("starting_level")) { return std::nullopt; }
const auto& sl = yaml["starting_level"];
if (!sl.contains("pyramid") || !sl.contains("room")) {
Log::warn("debug.yaml", "starting_level necessita els camps `pyramid` i `room` — ignorat");
return std::nullopt;
}
return StartingLevel{
.pyramid = sl["pyramid"].get_value<int>(),
.room = sl["room"].get_value<int>(),
};
} catch (const std::exception& e) {
Log::error("debug.yaml", "error parsejant starting_level: {} — ignorat", e.what());
return std::nullopt;
}
}
auto resolveStartingLevel(const std::string& file_path) -> std::optional<StartingLevel> {
std::error_code error;
if (!std::filesystem::exists(file_path, error)) { return std::nullopt; }
const auto CONTENT = readFile(file_path);
if (CONTENT.empty()) { return std::nullopt; }
return parseStartingLevel(CONTENT);
}
auto toString(StartScene scene) -> const char* {
switch (scene) {
case StartScene::LOGO:
return "LOGO";
case StartScene::TITLE:
return "TITLE";
case StartScene::INTRO:
return "INTRO";
case StartScene::GAME:
return "GAME";
}
return "GAME";
}
auto toString(StartingPlayers players) -> const char* {
switch (players) {
case StartingPlayers::P1:
return "P1";
case StartingPlayers::P2:
return "P2";
case StartingPlayers::BOTH:
return "BOTH";
}
return "BOTH";
}
void createDefaultIfMissing(const std::string& file_path) {
std::error_code error;
if (std::filesystem::exists(file_path, error)) { return; }
std::ofstream file(file_path);
if (!file) {
Log::error("debug.yaml", "no s'ha pogut crear {}", file_path);
return;
}
file << "# debug.yaml — ajust personal de dev (no versionat).\n";
file << "# start_scene: LOGO | TITLE | INTRO | GAME\n";
file << "# starting_players: P1 | P2 | BOTH\n";
file << "# starting_level (opcional): { pyramid: N, room: M } — salta a la sala\n";
file << "# corresponent del levels.yaml. Sense la\n";
file << "# clau, comença a la primera (P1-R1).\n";
file << "start_scene: GAME\n";
file << "starting_players: BOTH\n";
Log::info("debug.yaml", "creat a {} amb start_scene=GAME starting_players=BOTH", file_path);
}
} // namespace DebugConfig