Files
Josh Creek 4fb7ddfecf docs(multiplayer): consolidate tracking into one document
multiplayer-todo.md and multiplayer-next.md tracked overlapping
information in two places. Fold everything into multiplayer-next.md
(architecture decisions, wire format, task breakdown with checkboxes,
gotchas list, testing notes) and delete multiplayer-todo.md. Section
numbers are unchanged, so existing code comments citing them by
section/task number still resolve; update every such reference to
point at the new filename.
2026-09-01 12:32:43 +01:00

93 lines
3.5 KiB
GDScript

class_name ServerLog
extends RefCounted
# Structured server logging (multiplayer-next.md task 6.4).
#
# Extracted from server_boot.gd's private `_log`, which could only ever see
# what the boot scene itself observed: connects, disconnects, roster changes
# and tick overruns. The events an operator actually asks 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
# living on a scene node that gets freed at the first change_scene_to_file.
# Static state on a class_name is reachable from all three with no autoload
# and no ordering dependency.
#
# Format: `[<seconds since boot>] LEVEL event key=value key=value`. One line
# per event, no wrapping, no multi-line payloads, keys before values — so
# `grep 'player_joined'` and `awk` both work on it without a parser.
#
# ROTATION IS DELIBERATELY NOT IMPLEMENTED HERE. The server logs to stdout and
# stops there, because every way this is actually run already owns log
# rotation and does it better: `docker logs` with its json-file driver's
# max-size/max-file, journald under the systemd unit, or a redirect into
# logrotate for a bare process. A server that also writes and rotates its own
# file would duplicate all of that and fight it in a container, where stdout is
# the interface. SERVER.md documents the three configurations; task 6.6 ships
# them. Godot's own `debug/file_logging` remains available for anyone who wants
# a file as well, and it rotates via `max_log_files`.
const LEVELS := {"debug": 0, "info": 1, "warn": 2, "error": 3}
static var _level := 1 # info
static var _boot_ms := -1
static var _enabled := false # servers only; a client process logs nothing
# Called once by the process that owns the command line. Until then nothing is
# emitted at all — a client, an editor session or a unit-test run must not
# start printing server telemetry just because it loaded these scripts.
static func configure(level_name: String) -> void:
_level = int(LEVELS.get(level_name, 1))
_boot_ms = Time.get_ticks_msec()
_enabled = true
static func is_enabled() -> bool:
return _enabled
static func level_name() -> String:
for key in LEVELS:
if int(LEVELS[key]) == _level:
return key
return "info"
static func debug(event: String, fields: Dictionary = {}) -> void:
_write("debug", event, fields)
static func info(event: String, fields: Dictionary = {}) -> void:
_write("info", event, fields)
static func warn(event: String, fields: Dictionary = {}) -> void:
_write("warn", event, fields)
static func error(event: String, fields: Dictionary = {}) -> void:
_write("error", event, fields)
static func _write(level: String, event: String, fields: Dictionary) -> void:
if not _enabled:
return
if int(LEVELS.get(level, 1)) < _level:
return
var parts := PackedStringArray()
for key in fields:
parts.append("%s=%s" % [key, _flatten(fields[key])])
var elapsed_sec := float(Time.get_ticks_msec() - _boot_ms) / 1000.0
print("[%.3f] %s %s %s" % [elapsed_sec, level.to_upper(), event, " ".join(parts)])
# One line per event is the whole contract, so a value containing a space or a
# newline would break every downstream `awk '{print $4}'`. Quote rather than
# silently mangle: a player name is operator-supplied and can contain anything.
static func _flatten(value: Variant) -> String:
var text := str(value)
text = text.replace("\n", "\\n").replace("\r", "\\r")
if " " in text or text.is_empty():
return "\"%s\"" % text.replace("\"", "'")
return text