
Publisher
nines2b
GodotLogger
JSON-formatted logger Feature Highlights: 1. Flexible Log Levels: With Log, you have full control over the level of detail you want in your logs. Choose from DEBUG, INFO, WARN, ERROR, or FATAL log levels to focus on what truly matters. 2. Customizable Prefix and Arguments: Personalize your logs by adding prefixes and custom arguments. Tailor your messages to suit your specific needs, making debugging a breeze. 3. Automatic Log File Generation: Log ensures that your logs are st...
GodotLogger
JSON-formatted logger
Settings
var CURRENT_LOG_LEVEL=LogLevel.INFO
var write_logs:bool = false
var log_path:String = "res://game.log"
Command line args
Provide these to your command line if you want to override defaults
log-level=error
use-isotime=true
Singletons
GodotLogger
GodotLogger.debug(msg,data)
GodotLogger.info(msg,data)
GodotLogger.warn(msg,data)
GodotLogger.error(msg,data)
GodotLogger.fatal(msg,data)
Classes
Log
Is the class implementation of the singleton logger. The CURRENT_LOG_LEVEL
can be set to any of the following levels:
enum LogLevel {
DEBUG,
INFO,
WARN,
ERROR,
FATAL,
}
When it is set anything less than the current log level will be filtered out
JsonData
Methods
marshal(obj:Object,compact:bool=false,compressMode:int=-1,skip_whitelist:bool=false) -> PackedByteArray:
unmarshal(dict:Dictionary,obj:Object,compressMode:int=-1) -> bool:
unmarshal_bytes_to_dict(data:PackedByteArray,compressMode:int=-1) -> Dictionary:
unmarshal_bytes(data:PackedByteArray,obj:Object,compressMode:int=-1) -> bool:
to_dict(obj:Object,compact:bool,skip_whitelist:bool=false) ->Dictionary:
Config
Will get either flags or env vars for the program and return the value or the default value.
Methods
get_var(name,default=""):
get_int(name,default=0) -> int:
get_bool(name,default=false,prefix:String="") -> bool:
get_custom_var(name,type,default=null):