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## About The Pull Request Converts all logging, excluding perf and investigate, to json. I focused on making the system as easy to use and as easy to add new categories as possible. Due to issues related to logging to world at global creation logger is now a byond real, which is created directly before Master Log categories support versioning, secret flagging, and sub-category filtering. Although all of this is entirely optional for coders. If you ever want to add a new category and use it, all you need to do is make the barebones category datum and the define. I've kept existing procs such as log_game, and simply turned them into a wrapper for Logger.Log(xxx, ...) ## Why It's Good For The Game Makes processing and filtering logs much easier in the future, while only minimally downgrading log crawling experience. I am also working on a log viewer frontend for admin usage however that will take a little bit longer to finish up. Also makes special logging and data tracking much easier thanks to a data list processing implementation and handling ## Changelog 🆑 server: All logs are now formatted in json, excluding perf and investigations /🆑 --------- Signed-off-by: GitHub <noreply@github.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@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_DEBUG_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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