Replies: 6 comments 2 replies
-
I also forgot to mention that this is not too complex to implement since we can use predicates this would also imrprove a little bit performances. I'll be happy to write them myself ^^ |
Beta Was this translation helpful? Give feedback.
-
Datapackers often work alone or on a local world. It will then not change anything for most of them. Also, the tag mess is still managed by the Bookshelf menu, it shoudl'nt be managed directly using commands. However, I think it's a good idea to prevent people who will print their tags and be afraid of what they will see, complain on the lib etc. Unfortunately, datapackers aren't always the furthest slithering penguins ^^' |
Beta Was this translation helpful? Give feedback.
-
I don't really like scores to manage something like that. They lack of expressivity and I think it's important in our case. |
Beta Was this translation helpful? Give feedback.
-
I honestly have no preferences over one or the other, I find both solutions to be a bit janky. In my head having both could work like this: An other solution I can think of to keep only the tags is to be able to control them gloabally: I'm just worried about getting the list of features in order to remove the tags, especially if people use this module with their own custom features. An other problem is that we need to test for login or first join. Both I think are not ideal for a library, even through an advancement... Also we could use both scores and tags like i mentioned earlier but hide how they are implemented through helper functions (like set_level and set_player_level), this remove the need for a login check. EDIT: |
Beta Was this translation helpful? Give feedback.
-
An important thing to take in account is that when the mapmaker will publish the map, he will probably remove all player data files and scoreboard files. Having the logs by default imply to potentially create undesired error messages on published maps However, as all the logs are manageable via a menu, we can simply imagine an highlighted button on the first debug page which enable by default, and for all users, the error or the warn level of debug |
Beta Was this translation helpful? Give feedback.
-
Im closing this since I think we have our best answer with theo suggestion, keep tags, add a cleanup, and put the warn or error tag by defaut when the player is recognized as a dev (still need to determine how he is recognized as such :p) Also add a button to enable log for all features on the menu! |
Beta Was this translation helpful? Give feedback.
-
Currently the log module uses tags. While this is a nice way to control logs for each player it also brings some problem. For example when working with the lib you expect to have at least the error log enabled so that when you use a function in a wrong way you get a message of what went wrong. This is especially true in the macro world. This force to add the bs.log._.error tag to each new player which i think is not very conveniant. The only solution i can think of is to use scores that could look like this:
$log._.level bs.data
|$log.<feature>.level bs.data
Issues:
.debug
,.warn
, ... since it's a numeric levelAdvantages:
2 votes ·
Beta Was this translation helpful? Give feedback.
All reactions