/// Logging for loading and caching assets /proc/log_asset(text, list/data) logger.Log(LOG_CATEGORY_DEBUG_ASSET, text, data) /// Logging for config errors /// Rarely gets called; just here in case the config breaks. /proc/log_config(text, list/data) logger.Log(LOG_CATEGORY_CONFIG, text, data) SEND_TEXT(world.log, text) /// Logging for mapping errors /proc/log_mapping(text, skip_world_log) #ifdef UNIT_TESTS GLOB.unit_test_mapping_logs += text #endif #ifdef MAP_TEST message_admins("Mapping: [text]") #endif logger.Log(LOG_CATEGORY_DEBUG_MAPPING, 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, list/data) logger.Log(LOG_CATEGORY_QDEL, text, data) /* Log to the logfile only. */ /proc/log_runtime(text, list/data) logger.Log(LOG_CATEGORY_RUNTIME, text, data) /// Logging for DB errors /proc/log_sql(text, list/data) logger.Log(LOG_CATEGORY_DEBUG_SQL, text, data) /// Logging for world/Topic /proc/log_topic(text, list/data) logger.Log(LOG_CATEGORY_GAME_TOPIC, text, data) /// Log to both DD and the logfile. /proc/log_world(text, list/data) #ifdef USE_CUSTOM_ERROR_HANDLER logger.Log(LOG_CATEGORY_RUNTIME, text, data) #endif SEND_TEXT(world.log, text)