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## About The Pull Request It's easier to parse, and makes more sense when you read it. This way I'll never have to add yet another case to my parser for someone changing where a space goes or something. Moves qdel into its own category cause the old name looked ugly (yell if this is dumb) Added a bitfield to entries pulled from categories, adds a new flag that enables pretty printing json lists. ## Why It's Good For The Game IMPROVES my workflow ## Changelog 🆑 server: del logging is now done by outputting to a json file again, but this time we're using ACTUAL json and not just a big text string with newlines and shit /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
62 lines
1.7 KiB
Plaintext
62 lines
1.7 KiB
Plaintext
/// Logging for loading and caching assets
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/proc/log_asset(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_ASSET, text, data)
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/// Logging for config errors
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/// Rarely gets called; just here in case the config breaks.
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/proc/log_config(text, list/data)
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logger.Log(LOG_CATEGORY_CONFIG, text, data)
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SEND_TEXT(world.log, text)
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/proc/log_filter_raw(text, list/data)
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logger.Log(LOG_CATEGORY_FILTER, text, data)
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/// Logging for job slot changes
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/proc/log_job_debug(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_JOB, text, data)
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/// Logging for lua scripting
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/proc/log_lua(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_LUA, text, data)
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/// Logging for mapping errors
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/proc/log_mapping(text, skip_world_log)
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#ifdef UNIT_TESTS
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GLOB.unit_test_mapping_logs += text
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#endif
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logger.Log(LOG_CATEGORY_DEBUG_MAPPING, text)
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if(skip_world_log)
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return
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SEND_TEXT(world.log, text)
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/// Logging for game performance
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/proc/log_perf(list/perf_info)
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. = "[perf_info.Join(",")]\n"
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WRITE_LOG_NO_FORMAT(GLOB.perf_log, .)
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/// Logging for hard deletes
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/proc/log_qdel(text, list/data)
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logger.Log(LOG_CATEGORY_QDEL, text, data)
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/* Log to the logfile only. */
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/proc/log_runtime(text, list/data)
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logger.Log(LOG_CATEGORY_RUNTIME, text, data)
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/proc/log_signal(text, list/data)
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logger.Log(LOG_CATEGORY_SIGNAL, text, data)
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/// Logging for DB errors
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/proc/log_sql(text, list/data)
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logger.Log(LOG_CATEGORY_DEBUG_SQL, text, data)
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/// Logging for world/Topic
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/proc/log_topic(text, list/data)
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logger.Log(LOG_CATEGORY_GAME_TOPIC, text, data)
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/// Log to both DD and the logfile.
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/proc/log_world(text, list/data)
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#ifdef USE_CUSTOM_ERROR_HANDLER
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logger.Log(LOG_CATEGORY_RUNTIME, text, data)
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#endif
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SEND_TEXT(world.log, text)
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