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https://github.com/jcreek/CosmicClash.git
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feat(server): task 6.4 — structured logging the match and transport layers can reach
server_boot.gd's private _log could only ever see what the boot scene itself observed: connects, disconnects, roster changes, tick overruns. The events an operator is actually asked about - who scored, who got kicked and why, which peer is flooding - happen inside networked_match.gd and match_sim.gd, neither of which could reach a logger on a scene node that gets freed at the first change_scene_to_file. scripts/server_log.gd holds it as static state on a class_name: reachable from all three, no autoload, no ordering dependency. New events: goal, match_ended, kickoff, peer_kicked (previously only a push_warning, carrying neither peer nor reason into the stream a container captures), rate_limited, server_stalled. rate_limited fires ONCE per peer per window rather than per packet - a flood is thousands of packets a second and the log line must not become the amplifier the replay recorder was capped to avoid being. Off unless a server configures it, so a client, an editor session or a unit-test run does not start printing server telemetry just because these scripts loaded. Rotation is deliberately not implemented: the server logs to stdout and stops, because every way this is run already rotates better - docker's json-file driver, journald, or logrotate on a redirect. A server that also wrote and rotated its own file would fight all of them in a container, where stdout is the interface. SERVER.md (6.6) documents the three configurations. Five tests on the one piece with real logic - the one-line contract. Including log injection: a player name is attacker-controlled, and without escaping, the name "x\n[0.000] INFO peer_kicked reason=nothing" writes a fake event into the operator's log. Newlines are escaped rather than dropped so the attempt stays visible. End-to-end verification of the new events comes with 6.5, which is what first makes a server run a match at all.
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@@ -125,6 +125,7 @@ class _PeerInputState:
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# granted when the SERVER stalls and expiring shortly after.
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var grace_packets := 0
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var grace_windows_left := 0
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var logged_rate_limit_this_window := false
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var _peer_input_state: Dictionary = {} # peer_id -> _PeerInputState, server only
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@@ -203,6 +204,7 @@ func _physics_process(_delta: float) -> void:
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push_warning("MatchSim: server stalled %dms — granting %d packets of rate-limit grace to %d peer(s)" % [
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gap, credit, _peer_input_state.size()
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])
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ServerLog.warn("server_stalled", {"gap_ms": gap, "grace_packets": credit, "peers": _peer_input_state.size()})
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func _track_sent(n: int) -> void:
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@@ -376,6 +378,7 @@ func _recv_input(bytes: PackedByteArray) -> void:
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state.packets_this_window = 0
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state.bytes_this_window = 0
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state.rejects_recorded_this_window = 0
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state.logged_rate_limit_this_window = false
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if state.grace_windows_left > 0:
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state.grace_windows_left -= 1
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if state.grace_windows_left == 0:
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@@ -393,6 +396,15 @@ func _recv_input(bytes: PackedByteArray) -> void:
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if state.packets_this_window > _packet_budget(state) or state.bytes_this_window > _byte_budget(state):
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# Over budget for the current window — drop, counted above at the next
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# window roll.
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if not state.logged_rate_limit_this_window:
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# ONCE per window, not per packet: a flood is thousands of packets a
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# second and the log line must not become the amplifier the replay
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# recorder was capped to avoid being.
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state.logged_rate_limit_this_window = true
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ServerLog.warn("rate_limited", {
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"peer_id": peer_id, "packets": state.packets_this_window,
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"budget": _packet_budget(state), "grace": state.grace_packets,
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})
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_emit_reject(peer_id, state, InputRejectReason.RATE_LIMIT, bytes)
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return
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@@ -460,6 +472,11 @@ func get_reject_totals() -> Dictionary:
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func _disconnect_abusive_peer(peer_id: int, reason: String) -> void:
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push_warning("MatchSim: disconnecting peer %d for abuse: %s" % [peer_id, reason])
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# Task 6.4: the one server event an operator is most likely to be asked
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# about ("why was I kicked?"), and it was previously only a push_warning —
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# which does not carry the peer, the reason or a timestamp into the log
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# stream a container actually captures.
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ServerLog.warn("peer_kicked", {"peer_id": peer_id, "reason": reason})
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_peer_input_state.erase(peer_id)
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if multiplayer.multiplayer_peer is ENetMultiplayerPeer:
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multiplayer.multiplayer_peer.disconnect_peer(peer_id)
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@@ -685,6 +685,7 @@ func _begin_kickoff() -> void:
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# §6.3: before the reset, so a promoted player's ship is placed by this very
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# kickoff rather than left wherever its previous owner abandoned it.
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_promote_late_joiners()
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ServerLog.debug("kickoff", {"reset_gen": (_reset_gen + 1) % 256, "slots": _slots.size()})
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reset_ball()
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reset_ships()
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# Bump before the broadcast so the kickoff and the reset_gen it announces
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@@ -992,6 +993,7 @@ func _enter_results(winning_team: int) -> void:
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_clock_running = false
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_set_bodies_frozen(true)
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match_ended.emit(winning_team, score.duplicate())
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ServerLog.info("match_ended", {"score_0": score.get(0, 0), "score_1": score.get(1, 0), "overtime": _in_overtime})
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_set_match_state(MatchState.State.RESULTS)
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@@ -1066,6 +1068,10 @@ func _on_goal_registered(conceding_team: int) -> void:
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MatchSim.send_score_update(score.duplicate())
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if not multiplayer.is_server() or not MatchState.is_live(match_state):
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return
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ServerLog.info("goal", {
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"team": scoring_team, "score_0": score.get(0, 0), "score_1": score.get(1, 0),
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"tick": Engine.get_physics_frames(),
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})
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var goal_tick := Engine.get_physics_frames()
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var resume_tick := goal_tick + int(_goal_pause_seconds() * SimConstants.TICK_HZ)
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# No end_tick arithmetic here any more: entering GOAL_PAUSE banks the
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+13
-22
@@ -12,17 +12,12 @@ extends Node
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# Deliberately does not spawn a match yet — that's Phase 2's networked_match
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# scene. This is just the process shell: listen, log, idle cheaply.
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const LOG_LEVELS := {"debug": 0, "info": 1, "warn": 2, "error": 3}
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var _boot_ms := 0
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var _last_physics_frame := 0
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var _log_level := 1 # info
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var config: ServerConfig = null
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var _watchdog_armed := false # skip the first _process(): engine startup scheduling can batch several physics frames before the first idle frame runs, which isn't a real overrun
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func _ready() -> void:
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_boot_ms = Time.get_ticks_msec()
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Engine.max_fps = 60 # a server never renders; this just caps the idle-frame poll rate so it doesn't spin
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# Task 6.3. This process owns the whole command line, so it parses STRICTLY:
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@@ -44,9 +39,9 @@ func _ready() -> void:
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printerr("try --help")
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get_tree().quit(1)
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return
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ServerLog.configure(String(config.get_value("log-level")))
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var port := int(config.get_value("port"))
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var max_clients := int(config.get_value("max-clients"))
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_log_level = LOG_LEVELS[String(config.get_value("log-level"))]
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NetworkManager.client_connected.connect(_on_client_connected)
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NetworkManager.client_disconnected.connect(_on_client_disconnected)
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@@ -55,10 +50,15 @@ func _ready() -> void:
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var err := NetworkManager.host(port, max_clients)
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if err != OK:
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_log("error", "server_boot_failed", {"port": port, "error": error_string(err)})
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ServerLog.error("server_boot_failed", {"port": port, "error": error_string(err)})
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get_tree().quit(1)
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return
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_log("info", "server_started", {"port": port, "max_clients": max_clients})
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ServerLog.info("server_started", {
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"port": port, "max_clients": max_clients, "log_level": ServerLog.level_name(),
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"min_players": int(config.get_value("min-players")),
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"max_matches": int(config.get_value("max-matches")),
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"arena_rotation": String(config.get_value("arena-rotation")),
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})
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_last_physics_frame = Engine.get_physics_frames()
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@@ -72,7 +72,7 @@ func _process(_delta: float) -> void:
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# that's expected quantisation, not backlog. A real overrun is the
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# accumulator failing to drain back down, i.e. 3+ ticks in one frame.
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if steps > 2 and _watchdog_armed:
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_log("warn", "physics_overrun", {"steps": steps})
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ServerLog.warn("physics_overrun", {"steps": steps})
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_watchdog_armed = true
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@@ -81,26 +81,17 @@ func _physics_process(_delta: float) -> void:
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func _on_client_connected(peer_id: int) -> void:
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_log("debug", "peer_connected", {"peer_id": peer_id})
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ServerLog.debug("peer_connected", {"peer_id": peer_id})
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func _on_client_disconnected(peer_id: int) -> void:
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_log("debug", "peer_disconnected", {"peer_id": peer_id})
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ServerLog.debug("peer_disconnected", {"peer_id": peer_id})
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func _on_player_joined(peer_id: int, player_name: String) -> void:
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_log("info", "player_joined", {"peer_id": peer_id, "name": player_name})
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ServerLog.info("player_joined", {"peer_id": peer_id, "name": player_name, "roster": MatchNet.roster.size()})
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func _on_player_left(peer_id: int) -> void:
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_log("info", "player_left", {"peer_id": peer_id})
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ServerLog.info("player_left", {"peer_id": peer_id, "roster": MatchNet.roster.size()})
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func _log(level: String, event: String, fields: Dictionary) -> void:
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if LOG_LEVELS.get(level, 1) < _log_level:
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return
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var parts := PackedStringArray()
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for key in fields:
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parts.append("%s=%s" % [key, str(fields[key])])
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var elapsed_sec := (Time.get_ticks_msec() - _boot_ms) / 1000.0
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print("[%.3f] %s %s %s" % [elapsed_sec, level.to_upper(), event, " ".join(parts)])
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@@ -0,0 +1,92 @@
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class_name ServerLog
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extends RefCounted
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# Structured server logging (multiplayer-todo.md task 6.4).
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#
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# Extracted from server_boot.gd's private `_log`, which could only ever see
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# what the boot scene itself observed: connects, disconnects, roster changes
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# and tick overruns. The events an operator actually asks about — who scored,
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# who got kicked and why, which peer is flooding — happen inside
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# networked_match.gd and match_sim.gd, neither of which could reach a logger
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# living on a scene node that gets freed at the first change_scene_to_file.
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# Static state on a class_name is reachable from all three with no autoload
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# and no ordering dependency.
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#
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# Format: `[<seconds since boot>] LEVEL event key=value key=value`. One line
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# per event, no wrapping, no multi-line payloads, keys before values — so
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# `grep 'player_joined'` and `awk` both work on it without a parser.
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#
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# ROTATION IS DELIBERATELY NOT IMPLEMENTED HERE. The server logs to stdout and
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# stops there, because every way this is actually run already owns log
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# rotation and does it better: `docker logs` with its json-file driver's
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# max-size/max-file, journald under the systemd unit, or a redirect into
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# logrotate for a bare process. A server that also writes and rotates its own
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# file would duplicate all of that and fight it in a container, where stdout is
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# the interface. SERVER.md documents the three configurations; task 6.6 ships
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# them. Godot's own `debug/file_logging` remains available for anyone who wants
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# a file as well, and it rotates via `max_log_files`.
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const LEVELS := {"debug": 0, "info": 1, "warn": 2, "error": 3}
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static var _level := 1 # info
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static var _boot_ms := -1
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static var _enabled := false # servers only; a client process logs nothing
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# Called once by the process that owns the command line. Until then nothing is
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# emitted at all — a client, an editor session or a unit-test run must not
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# start printing server telemetry just because it loaded these scripts.
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static func configure(level_name: String) -> void:
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_level = int(LEVELS.get(level_name, 1))
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_boot_ms = Time.get_ticks_msec()
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_enabled = true
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static func is_enabled() -> bool:
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return _enabled
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static func level_name() -> String:
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for key in LEVELS:
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if int(LEVELS[key]) == _level:
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return key
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return "info"
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static func debug(event: String, fields: Dictionary = {}) -> void:
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_write("debug", event, fields)
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static func info(event: String, fields: Dictionary = {}) -> void:
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_write("info", event, fields)
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static func warn(event: String, fields: Dictionary = {}) -> void:
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_write("warn", event, fields)
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static func error(event: String, fields: Dictionary = {}) -> void:
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_write("error", event, fields)
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static func _write(level: String, event: String, fields: Dictionary) -> void:
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if not _enabled:
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return
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if int(LEVELS.get(level, 1)) < _level:
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return
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var parts := PackedStringArray()
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for key in fields:
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parts.append("%s=%s" % [key, _flatten(fields[key])])
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var elapsed_sec := float(Time.get_ticks_msec() - _boot_ms) / 1000.0
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print("[%.3f] %s %s %s" % [elapsed_sec, level.to_upper(), event, " ".join(parts)])
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# One line per event is the whole contract, so a value containing a space or a
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# newline would break every downstream `awk '{print $4}'`. Quote rather than
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# silently mangle: a player name is operator-supplied and can contain anything.
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static func _flatten(value: Variant) -> String:
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var text := str(value)
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text = text.replace("\n", "\\n").replace("\r", "\\r")
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if " " in text or text.is_empty():
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return "\"%s\"" % text.replace("\"", "'")
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return text
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@@ -0,0 +1 @@
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uid://6oqo5tyiayu3
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