[TODO] Crash Logs

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[TODO] Crash Logs

Postby ShaneDalton » Fri Oct 18, 2013 12:46 pm

This would be really nice to have when the game gets more complex so we can get on top of crashes faster.
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Re: [TODO] Crash Logs

Postby IvanMolnar » Fri Oct 18, 2013 3:34 pm

I can help you with logs. I have library for that. It display log in browser ( non IE ) with time stamp and other usefull info with custom string. Also Log have few levels, all levels are color coded. Red for critical errors, Yellow for warnings, etc...
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Re: [TODO] Crash Logs

Postby croxis » Fri Oct 18, 2013 3:49 pm

Lets expand it from just crash logs into a full logging system! Python's logging system is a nice system to emulate. It allows for different targets for logs each with their own logging level. For example one log file can handle just errors and crashes, another file can have info, warnings, errors and crashes, while a debug build can have a terminal output with debug info. Mods/plugins can also setup their own logging "sub namespace" which can pipe into the main log files, but also have their own logs as well. This would be very useful for mod/plugin devs who would want to debug just their project without being spammed by debug info from the main game or other plugins.
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Re: [TODO] Crash Logs

Postby JTxt » Fri Oct 18, 2013 6:01 pm

Perhaps direct people to write proper bug reports as Github issues on Sigma perhaps... or however Adam wants it?
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Re: [TODO] Crash Logs

Postby croxis » Fri Oct 18, 2013 8:55 pm

IIRC adam created this forum, so my impression is he wants it here.
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Re: [TODO] Crash Logs

Postby IvanMolnar » Sat Oct 19, 2013 5:01 pm

This is example of log class. It look something like this. Note that this is log from previous year :)

Logging looks something like this:
Code: Select all
stringc buff2 = "Loaded sprite ";
   buff2.append(sprite.spriteName.c_str());
   XLOG_3(__FUNCTION__, LOG_EVENT, buff2.c_str());
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