b0c83af092
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
149 lines
5.4 KiB
Markdown
149 lines
5.4 KiB
Markdown
# Logging
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During runtime, it can be useful to print some diagnostic info to the console -
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this is called logging. The netfox addons include a logging system to help with
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debugging. This is useful when running the game locally, but also helps if
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there's log files players can attach with their bug reports.
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The system produces logs like this:
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```
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[DBG][@0][#1][_][netfox::NetworkPerformance] Network performance enabled, registering performance monitors
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[DBG][@0][#1][_][netfox.extras::WindowTiler] Tiling with sid: f2682d1, uid: 17627261006193110
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[DBG][@0][#1][_][netfox.extras::NetworkSimulator] Feature disabled
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[DBG][@0][#1][_][netfox.extras::WindowTiler] Tiling as idx 0 / 1 - 17627261006193110 in ["17627261006193110"]
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[DBG][@22][#1][_][netfox.extras::NetworkWeapon] Calling after fire hook for Bomb Projectile 5sswh7lcsgbq
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[DBG][@27][#1][_][fb::Displacer] Created explosion at (2.027323, 1.500942, -14.99592)@26
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[DBG][@34][#1][_][netfox.extras::NetworkWeapon] Calling after fire hook for Bomb Projectile u4h8opz52lin
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[DBG][@46][#1][_][fb::Displacer] Created explosion at (4.892477, 1.500942, -14.83388)@45
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[DBG][@46][#1][_][netfox.extras::NetworkWeapon] Calling after fire hook for Bomb Projectile 2u1d9n456yl1
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[DBG][@57][#1][_][fb::Displacer] Created explosion at (4.814114, 1.500942, -14.57117)@56
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```
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This page will elaborate on how to produce your own logs, and what each part
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means.
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## Using the logger
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The logging system can be accessed by creating an instance of `NetfoxLogger`.
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Every logger has a name, and belongs to a module. Both of these can be
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arbitrary strings, and are included in the logged messages.
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Messages can be logged as different *logging levels*:
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```gd
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var logger := NetfoxLogger.new("my-game", "Player")
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logger.trace("Detailed message")
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logger.debug("Something happened")
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logger.info("Hi!")
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logger.warning("Couldn't connect")
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logger.error("Game missing?")
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```
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To use string interpolation, you can also pass the template string and values
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separately. This can be useful to avoid substituting the values in case the
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message never gets printed because of filtering:
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```gd
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logger.trace("Adjusted clock by %.2fms, offset: %.2fms, new time: %.4fss", [nudge * 1000., offset * 1000., _clock.get_time()])
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```
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In the above example, there's a lot of data to be included in the message.
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However, if trace logs are disabled, that data will never be substituted,
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saving some processing time.
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!!!tip
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This same logging system is used by netfox itself.
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## Log levels
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Each log message can belong to one of the following categories:
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Error
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: Something goes irrecoverably wrong, or something that should never happen
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just happened
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Warning
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: Something goes wrong, but can be handled
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Info
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: Useful information on expected behaviour
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Debug
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: Verbose messages, to help debug general code flow
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Trace
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: Extremely verbose messages, to help follow the code flow to the smallest
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detail
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Depending on your game, different logs may be needed. To accommodate this,
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*netfox* can be configured in the [Project Settings](#settings) to omit certain
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log messages.
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Filtering based on log levels can also be configured from code. To set the
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global log level, set `NetfoxLogger.log_level`. To configure the log level per
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module, use the `NetfoxLogger.module_log_level` dictionary.
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## Tags
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Tags can be attached to the logging system. They provide pieces of information
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that appear in each log message, for every logger.
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By default, netfox provides a few tags, to help with debugging. These are, in
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order:
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Current tick
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: The current tick, as per `NetworkTime`
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Peer ID
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: The currently active multiplayer peer's ID
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Rollback status
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: Contains the current rollback stage, simulated tick, and resimulated tick
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interval.
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The stage can be `B` for before loop, `P` for prepare tick, `S` for
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simulate tick, `R` for record tick, and `A` for after loop.
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The current tick is in the form of `X|A>B`, meaning we're currently
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simulating tick X, in a loop going from tick A to tick B.
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Defaults to `_` if currently not in rollback.
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!!!note
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These default tags are subject to change between releases.
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Custom tags can be attached by calling `NetfoxLogger.register_tag()`. In this
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sense, tags are callbacks that must return a single string, containing the tag
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data to be logged.
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This method takes a second, `priority` parameter. This priority is used to sort
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them for logging - tags are printed from lowest priority to highest.
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!!!warning
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Make sure to free your custom tags using `NetfoxLogger.free_tag()`. Not
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doing so might cause crashes. See [#433] for details.
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## Settings
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These settings control the *minimum* log level - e.g. if the log level is set
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to *info*, only messages at or above the info level will be logged, namely
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info, warning and error. If the setting is set to *all*, all messages are
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logged.
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Log levels can be controlled globally and per addon. A message will be logged
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if it passes *both* logging level checks.
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For example, if the *Log Level* setting is at *Warning* and the *Netfox Log
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Level* is at *Info*, only warning and error messages are logged for netfox.
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This happens because the *Log Level* is more restrictive than the *Netfox Log
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Level* setting.
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Note that you don't need to install all netfox addons for the logging settings
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to work. If an addon is not installed, its log level setting is simply ignored.
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[#433]: https://github.com/foxssake/netfox/issues/433
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