Properly adding newlines when using LogInternalV; removing the need of hand-placed newlines to AZ_LOG
Signed-off-by: Gene Walters <genewalt@amazon.com>
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@@ -120,8 +120,8 @@ namespace AZ
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{
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constexpr AZStd::size_t MaxLogBufferSize = 1000;
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auto buffer = AZStd::fixed_string<MaxLogBufferSize>::format_arg(format, args);
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m_logEvent.Signal(level, buffer.c_str(), file, function, line);
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buffer += '\n';
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switch (level)
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{
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@@ -92,7 +92,7 @@ namespace AzNetworking
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return InvalidConnectionId;
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}
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AZLOG_INFO("Adding new socket %d\n", static_cast<int32_t>(tcpSocket->GetSocketFd()));
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AZLOG_INFO("Adding new socket %d", static_cast<int32_t>(tcpSocket->GetSocketFd()));
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connection->SendReliablePacket(CorePackets::InitiateConnectionPacket());
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m_connectionListener.OnConnect(connection.get());
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m_connectionSet.AddConnection(AZStd::move(connection));
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@@ -161,7 +161,7 @@ namespace Multiplayer
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networkInterface->Listen(sv_port);
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AZLOG_INFO("Editor Server completed receiving the editor's level assets, responding to Editor...\n")
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AZLOG_INFO("Editor Server completed receiving the editor's level assets, responding to Editor...")
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return connection->SendReliablePacket(MultiplayerEditorPackets::EditorServerReady());
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}
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@@ -857,7 +857,7 @@ namespace Multiplayer
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EnableAutonomousControl(controlledEntity, AzNetworking::InvalidConnectionId);
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}
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AZLOG_INFO("Multiplayer operating in %s mode\n", GetEnumString(m_agentType));
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AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
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}
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void MultiplayerSystemComponent::AddClientMigrationStartEventHandler(ClientMigrationStartEvent::Handler& handler)
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