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feat: Include asset name when logging asset-related issues#3202

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Eideren wants to merge 3 commits into
stride3d:masterfrom
Eideren:asset_log
Open

feat: Include asset name when logging asset-related issues#3202
Eideren wants to merge 3 commits into
stride3d:masterfrom
Eideren:asset_log

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@Eideren
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@Eideren Eideren commented Jun 2, 2026

PR Details

The different log display do not ToString() log messages they receive, instead they extract the LogType and Text, this PR ensures that the Text for AssetLogMessage includes the asset location.
image

The different logger omit certain information depending on the filters, so using ToString or introducing a ToStringShort() and ToStringLong did not feel like the best way to go about solving this.

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Types of changes

  • Docs change / refactoring / dependency upgrade
  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to change)

Checklist

  • My change requires a change to the documentation.
  • I have added tests to cover my changes.
  • All new and existing tests passed.
  • I have built and run the editor to try this change out.

return $"{AssetReference.Location}({Line + 1},{Character + 1}): {base.Text}";
return base.Text;
}
set
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@xen2 xen2 Jun 3, 2026

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Good change!
However I would rather avoid getter/setter discrepancy like this.

Few options:

  • Text stays as is, we add a virtual FormattedText (get-only).
  • In practice, Text is only set internally, so we could keep the setter private and/or use a field. Then Text becomes get-only (basically acting as the FormattedText mentioned before).

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I didn't really like this change either, but wasn't comfortable changing public apis.
Removed the setter on Text - FormattedText has larger implications both on changing the 63 loc which reads from Text as well as what should or should not be formatted within

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2 participants