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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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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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