Replace Debug.WriteLine w/ Util.DebugWriteLine

(or `Console.WriteLine` if it's in `#if DEBUG`)
bonus wtf: 2 calls in Database were to `WriteLine(string, string)` overload, not
the intended `WriteLine(string, params object[])` overload
This commit is contained in:
YoshiRulz 2021-07-27 15:12:31 +10:00
parent 99260d2746
commit 517be084ab
No known key found for this signature in database
GPG Key ID: C4DE31C245353FB7
6 changed files with 14 additions and 15 deletions

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@ -174,13 +174,13 @@ namespace BizHawk.Bizware.OpenTK3
[Conditional("DEBUG")]
private void DebugState(GamePadState tmpState)
{
if (!tmpState.Equals(state)) Debug.WriteLine($"GamePad State:\t{tmpState}");
if (!tmpState.Equals(state)) Console.WriteLine($"GamePad State:\t{tmpState}");
}
[Conditional("DEBUG")]
private void DebugState(JoystickState tmpJstate)
{
if (!tmpJstate.Equals(jState)) Debug.WriteLine($"Joystick State:\t{tmpJstate}");
if (!tmpJstate.Equals(jState)) Console.WriteLine($"Joystick State:\t{tmpJstate}");
}
public IEnumerable<(string AxisID, float Value)> GetAxes()

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.IO.Compression;
using System.Linq;
@ -422,7 +421,7 @@ namespace BizHawk.Client.Common
rom.GameInfo.System = "NES";
}
Debug.WriteLine(rom.GameInfo.System);
Util.DebugWriteLine(rom.GameInfo.System);
if (string.IsNullOrEmpty(rom.GameInfo.System))
{

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@ -119,7 +119,7 @@ namespace BizHawk.Client.EmuHawk
#if DEBUG
if (e is ReflectionTypeLoadException rtle)
{
foreach (var e1 in rtle.LoaderExceptions) System.Diagnostics.Debug.WriteLine(e1.Message);
foreach (var e1 in rtle.LoaderExceptions) Console.WriteLine(e1.Message);
}
#endif
item.ToolTipText = e switch

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@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
@ -169,7 +168,7 @@ namespace BizHawk.Common
_extractor.ExtractFile(archiveIndex, _boundStream);
_boundStream.Position = 0;
ArchiveMemberPath = _archiveItems[index].Name; // TODO - maybe go through our own list of names? maybe not, its indices don't match...
Debug.WriteLine($"{nameof(HawkFile)} bound {CanonicalFullPath}");
Util.DebugWriteLine($"{nameof(HawkFile)} bound {CanonicalFullPath}");
BoundIndex = archiveIndex;
return this;
}
@ -240,7 +239,7 @@ namespace BizHawk.Common
private void BindRoot()
{
_boundStream = _rootStream;
Debug.WriteLine($"{nameof(HawkFile)} bound {CanonicalFullPath}");
Util.DebugWriteLine($"{nameof(HawkFile)} bound {CanonicalFullPath}");
}
/// <summary>As <see cref="BindFirstOf(string[])"/>, but doesn't bind anything if there are multiple archive members with a matching file extension.</summary>

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@ -49,12 +49,12 @@ namespace BizHawk.Emulation.Common
var filename = Path.Combine(path, line);
if (File.Exists(filename))
{
Debug.WriteLine("loading external game database {0}", line);
Util.DebugWriteLine($"loading external game database {line}");
initializeWork(filename, warnForCollisions);
}
else
{
Debug.WriteLine("BENIGN: missing external game database {0}", line);
Util.DebugWriteLine($"BENIGN: missing external game database {line}");
}
}
@ -153,7 +153,7 @@ namespace BizHawk.Emulation.Common
}
catch
{
Debug.WriteLine($"Error parsing database entry: {line}");
Util.DebugWriteLine($"Error parsing database entry: {line}");
}
}

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@ -1,8 +1,9 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using BizHawk.Common;
namespace BizHawk.Emulation.Cores.Computers.Commodore64.MOS
{
public sealed partial class Vic
@ -45,11 +46,11 @@ namespace BizHawk.Emulation.Cores.Computers.Commodore64.MOS
public Vic(int newCycles, int newLines, IList<int[]> newPipeline, int newCyclesPerSec, int hblankStart, int hblankEnd, int vblankStart, int vblankEnd, C64.BorderType borderType, int pixelRatioNum, int pixelRatioDen)
{
Debug.WriteLine("C64 VIC timings:");
Debug.WriteLine("RX FTCH BA ACT");
Util.DebugWriteLine("C64 VIC timings:");
Util.DebugWriteLine("RX FTCH BA ACT");
for (var i = 0; i < newPipeline[0].Length; i++)
{
Debug.WriteLine("{0:x4} {1:x4} {2:x4} {3:x8}", newPipeline[0][i], newPipeline[1][i], newPipeline[2][i], newPipeline[3][i]);
Util.DebugWriteLine("{0:x4} {1:x4} {2:x4} {3:x8}", newPipeline[0][i], newPipeline[1][i], newPipeline[2][i], newPipeline[3][i]);
}
_pixelRatioNum = pixelRatioNum;