/// Logging for loading and caching assets /proc/log_asset(text) if(CONFIG_GET(flag/log_asset)) WRITE_LOG(GLOB.world_asset_log, "ASSET: [text]") /// Logging for config errors /// Rarely gets called; just here in case the config breaks. /proc/log_config(text) WRITE_LOG(GLOB.config_error_log, text) SEND_TEXT(world.log, text) /proc/log_filter_raw(text) WRITE_LOG(GLOB.filter_log, "FILTER: [text]") /// Logging for job slot changes /proc/log_job_debug(text) if (CONFIG_GET(flag/log_job_debug)) WRITE_LOG(GLOB.world_job_debug_log, "JOB: [text]") /// Logging for mapping errors /proc/log_mapping(text, skip_world_log) #ifdef UNIT_TESTS GLOB.unit_test_mapping_logs += text #endif WRITE_LOG(GLOB.world_map_error_log, text) if(skip_world_log) return SEND_TEXT(world.log, text) /// Logging for game performance /proc/log_perf(list/perf_info) . = "[perf_info.Join(",")]\n" WRITE_LOG_NO_FORMAT(GLOB.perf_log, .) /// Logging for hard deletes /proc/log_qdel(text) WRITE_LOG(GLOB.world_qdel_log, "QDEL: [text]") /// Logging for SQL errors /proc/log_query_debug(text) WRITE_LOG(GLOB.query_debug_log, "SQL: [text]") /// Logging for DB errors /proc/log_sql(text) WRITE_LOG(GLOB.sql_error_log, "SQL: [text]") /// Logging for world/Topic /proc/log_topic(text) WRITE_LOG(GLOB.world_game_log, "TOPIC: [text]") /* Log to the logfile only. */ /proc/log_runtime(text) WRITE_LOG(GLOB.world_runtime_log, text) /// Log to both DD and the logfile. /proc/log_world(text) #ifdef USE_CUSTOM_ERROR_HANDLER WRITE_LOG(GLOB.world_runtime_log, text) #endif SEND_TEXT(world.log, text) /// Logging for lua scripting /proc/log_lua(text) WRITE_LOG(GLOB.lua_log, text)