Brandling Safari: LAN safari-zone creature catching on the HD-2D engine
- Authoritative 30 Hz server (ENet, SQLite): accounts, characters, wild AI, tall grass / water / wandering spawns, fishing, captures, follower chains, clock + weather, LAN beacon - Client: title / join / character creator / play screens, prediction + reconciliation, interpolated players and parties, HD-2D UI (dialogue with Professor Henry, HUD, collection) - Shared deterministic zone generator, movement, protocol, roster, appearance - Paper-doll character art pipeline (PixelLab base walk + per-item animation edits) - Brandling roster from the company list (logo colors, jev types), Blender safari props - Headless test bot
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30
server/Log.h
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30
server/Log.h
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#pragma once
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// Timestamped console log lines for the dedicated server.
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#include <cstdarg>
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#include <cstdio>
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#include <ctime>
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namespace bs {
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#if defined(__GNUC__)
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__attribute__((format(printf, 1, 2)))
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#endif
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inline void logf(const char* fmt, ...) {
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std::time_t t = std::time(nullptr);
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std::tm tm{};
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#if defined(_WIN32)
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localtime_s(&tm, &t);
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#else
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localtime_r(&t, &tm);
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#endif
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std::printf("[%02d:%02d:%02d] ", tm.tm_hour, tm.tm_min, tm.tm_sec);
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va_list ap;
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va_start(ap, fmt);
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std::vprintf(fmt, ap);
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va_end(ap);
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std::printf("\n");
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std::fflush(stdout);
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}
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} // namespace bs
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