adventuregamestudio / ags-manual

AGS documentation.
https://adventuregamestudio.github.io/ags-manual/
MIT License
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[3.6.1] Document Log Panel #219

Closed ivan-mogilko closed 8 months ago

ivan-mogilko commented 1 year ago

Subj.

ericoporto commented 1 year ago

Here’s a small sketch;


The Log Panel in AGS Editor can be useful for understanding and troubleshooting issues in your game, when the debugger alone isn’t enough. It provides a runtime log that includes warning messages and other notifications raised by the AGS engine or your own messages in your own scripts.

The Log Panel displays messages from three Log Groups:

Note: Log messages from the Script group can still be accessed in release builds of your game by running it through the command line and passing the necessary flags.

To control the log output, you can pause or resume the log display by clicking the pause or run buttons located at the top left of the Log Panel.

By default, the log panel will scroll to show the latest message added, but this behavior can be disabled by clicking on the auto glue button.

Additional functionality includes the ability to copy and clear the message buffer. When starting a new debug session, the log messages are cleared by default, ensuring a fresh log for each session.

The font size of the log panel can be adjusted according to your preferences in the Editor Preferences.


reference

Need to add a see also for

Trying to explain what each log level sorta should mean. (reference)

  1. Alert : a really important information
  2. Fatal : a failure that should abort the game or cause it to misbehave
  3. Error : something isn’t working that should work, this should not happen in normal execution
  4. Warn : an unexpected behavior happened, but it can recover and continue to work, may be relevant when an issue happens
  5. Info : informative, doesn’t demand an action and can normally be ignored
  6. Debug : more granular information that is useful usually when debugging if there is an issue in the behavior expected
ericoporto commented 1 year ago

I am trying to figure out how to explain this, but sometimes when making a game you are happy to throw a debug breakpoint, but sometimes you need to monitor a continually changing value or you want to see if a function is reached without interrupting the flow, so at these cases you probably want to use System.Log.

Not sure if relevant but maybe a small single paragraph just with this mention.

ericoporto commented 8 months ago

Added an initial version here: https://github.com/adventuregamestudio/ags-manual/wiki/EditorLogPanel