Repository: KOBUGE-Games/godot-logger
Branch: master
Commit: 2f325a9adb9a
Files: 7
Total size: 32.9 KB
Directory structure:
gitextract_nqy87bva/
├── .github/
│ └── workflows/
│ ├── .gdlintrc
│ └── CodeStyleWorkflow.yml
├── LICENSE.md
├── README.md
├── logger.gd
├── plugin.cfg
└── plugin.gd
================================================
FILE CONTENTS
================================================
================================================
FILE: .github/workflows/.gdlintrc
================================================
class-definitions-order:
- tools
- classnames
- extends
- signals
- enums
- consts
- exports
- pubvars
- prvvars
- onreadypubvars
- onreadyprvvars
- others
class-load-variable-name: (([A-Z][a-z0-9]*)+|_?[a-z][a-z0-9]*(_[a-z0-9]+)*)
class-name: ([A-Z][a-z0-9]*)+
class-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
comparison-with-itself: null
constant-name: '[A-Z][A-Z0-9]*(_[A-Z0-9]+)*'
duplicated-load: null
enum-element-name: '[A-Z][A-Z0-9]*(_[A-Z0-9]+)*'
enum-name: ([A-Z][a-z0-9]*)+
expression-not-assigned: null
function-argument-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
function-arguments-number: 10
function-load-variable-name: ([A-Z][a-z0-9]*)+
function-name: (_on_([A-Z][a-z0-9]*)+(_[a-z0-9]+)*|_?[a-z][a-z0-9]*(_[a-z0-9]+)*)
function-variable-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
load-constant-name: (([A-Z][a-z0-9]*)+|[A-Z][A-Z0-9]*(_[A-Z0-9]+)*)
loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
max-file-lines: 1000
max-line-length: 150
max-public-methods: 50
mixed-tabs-and-spaces: null
private-method-call: null
signal-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
sub-class-name: _?([A-Z][a-z0-9]*)+
trailing-whitespace: null
unnecessary-pass: null
unused-argument: null
disable: [class-definitions-order, max-file-lines, max-line-length, max-public-methods]
================================================
FILE: .github/workflows/CodeStyleWorkflow.yml
================================================
name: Code style workflow
# Events but only for the master branch
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
format:
# The type of runner that the job will run on
runs-on: ubuntu-latest
# Steps represent a sequence of tasks that will be executed as part of the job
steps:
- uses: actions/checkout@v2
with:
ref: ${{ github.head_ref }}
- name: Set up Python
uses: actions/setup-python@v2
with:
python-version: '3.x'
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install gdtoolkit
- name: Format with gdformat
run: |
gdformat --line-length=150 logger.gd
- name: Commit changes from formatting
uses: stefanzweifel/git-auto-commit-action@v4.1.2
with:
commit_message: Apply formatting changes
branch: ${{ github.head_ref }}
lint:
needs: [format]
# The type of runner that the job will run on
runs-on: ubuntu-latest
# Steps represent a sequence of tasks that will be executed as part of the job
steps:
- uses: actions/checkout@v2
with:
ref: ${{ github.head_ref }}
- name: Set up Python
uses: actions/setup-python@v2
with:
python-version: '3.x'
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install gdtoolkit
- name: Lint the code with gdlint
run: |
cp './.github/workflows/.gdlintrc' '.'
gdlint logger.gd
echo "Done!"
================================================
FILE: LICENSE.md
================================================
Copyright (c) 2016 KOBUGE Games
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
================================================
FILE: README.md
================================================
Godot Logger - Logging Addon for Godot Engine
===========================================
The *Godot Logger* is a plugin that provides a logging API for
projects developed with [Godot Engine](https://godotengine.org).
# Usage
1. Clone or extract this repository as the `res://addons/godot-logger` folder in your project.
2. Enable the addon from Project -> Project Settings -> Plugins -> Godot Logger.
3. An autoloaded script will be added to your project singletons list as `KLogger`.
The methods of the API can then be accessed from any other script via the *KLogger*
singleton:
```
KLogger.warn("Alpaca mismatch!")
KLogger.add_module("mymodule")
KLogger.info("Reticulating splines...", "mymodule")
```
Read the code for details about the API, it's extensively documented.
## Output format configuration
The `output_format` property can be customized using format fields from the
`FORMAT_IDS` dictionary. They are placeholders which will be replaced by the
relevant content.
**Log format fields**:
* `{LVL}` = Level of the log
* `{MOD}` = Module that does the logging
* `{MSG}` = Message from the user
* `{TIME}` = Timestamp when the logging occurred
* `{ERR_MSG}` = Error message corresponding to the error code, if provided.
It is automatically prepended with a space.
The timestamp format can be configured for each module using the `time_format`
property, with the placeholders described below.
**Timestamp fields**:
* `YYYY` = Year
* `MM` = Month
* `DD` = Day
* `hh` = Hour
* `mm` = Minute
* `ss` = Second
* `SSS` = Millisecond
**Error codes:**
All logging levels can also optionally include an
[`Error` code](https://docs.godotengine.org/en/stable/classes/class_@globalscope.html?#enum-globalscope-error),
which will be mapped to a human-readable error message.
Example:
```
KLogger.error("Failed to rotate the albatross", "main", ERR_INVALID_DATA)
```
### Example
```gdscript
var msg = "Error occurred!"
KLogger.output_format = "[{TIME}] [{LVL}] [{MOD}] {MSG}"
KLogger.time_format = "YYYY.MM.DD hh:mm:ss.SSS"
KLogger.error(msg)
KLogger.time_format = "hh:mm:ss"
KLogger.error(msg)
KLogger.output_format = "[{LVL}] {MSG} at {TIME}"
KLogger.error(msg)
```
Results in:
```
[2020.10.09 12:10:47.034] [ERROR] [main] Error occurred!
[12:10:47] [ERROR] [main] Error occurred!
[ERROR] Error occurred! at 12:10:47
```
## Licensing
The KLogger class and all other files of this repository are distributed under the
MIT license (see the LICENSE.md file).
================================================
FILE: logger.gd
================================================
# Copyright (c) 2016 KOBUGE Games
# Distributed under the terms of the MIT license.
# https://github.com/KOBUGE-Games/godot-logger/blob/master/LICENSE.md
#
# Upstream repo: https://github.com/KOBUGE-Games/godot-logger
extends Node # Needed to work as a singleton
##================##
## Inner classes ##
##================##
class ExternalSink:
# Queue modes
enum QUEUE_MODES {
NONE = 0,
ALL = 1,
SMART = 2,
}
var name
var queue_mode
var buffer = PackedStringArray()
var buffer_idx = 0
func _init(_name, _queue_mode = QUEUE_MODES.NONE) -> void:
name = _name
queue_mode = _queue_mode
func flush_buffer():
"""Flush the buffer, i.e. write its contents to the target external sink."""
print("[ERROR] [logger] Using method which has to be overriden in your custom sink")
func write(output, level):
"""Write the string at the end of the sink (append mode), following
the queue mode."""
print("[ERROR] [logger] Using method which has to be overriden in your custom sink")
func set_queue_mode(new_mode):
queue_mode = new_mode
func get_queue_mode():
return queue_mode
func get_name():
return name
func get_config():
return {
"queue_mode": get_queue_mode(),
}
class Logfile:
extends ExternalSink
# TODO: Godot doesn't support docstrings for inner classes, GoDoIt (GH-1320)
# """Class for log files that can be shared between various modules."""
const FILE_BUFFER_SIZE = 30
var path = ""
func _init(_path, _queue_mode = QUEUE_MODES.NONE):
super(_path, _queue_mode)
if validate_path(_path):
path = _path
buffer.resize(FILE_BUFFER_SIZE)
func get_path():
return path
func get_write_mode():
if not FileAccess.file_exists(path):
return FileAccess.WRITE # create
else:
return FileAccess.READ_WRITE # append
func validate_path(path):
"""Validate the path given as argument, making it possible to write to
the designated file or folder. Returns whether the path is valid."""
if not (path.is_absolute_path() or path.is_rel_path()):
print("[ERROR] [logger] The given path '%s' is not valid." % path)
return false
var base_dir = path.get_base_dir()
var dir = DirAccess.open(base_dir)
if not dir:
var err = DirAccess.get_open_error()
if err:
print("[ERROR] [logger] Could not create the '%s' directory; exited with error %d." % [base_dir, err])
return false
else:
# TODO: Move directory creation to the function that will actually *write*
dir.make_dir_recursive(base_dir)
var err2 = DirAccess.get_open_error()
if err2:
print("[ERROR] [logger] Could not create the '%s' directory; exited with error %d." % [base_dir, err2])
return false
print("[INFO] [logger] Successfully created the '%s' directory." % base_dir)
return true
func flush_buffer():
"""Flush the buffer, i.e. write its contents to the target file."""
if buffer_idx == 0:
return # Nothing to write
var temp_file = _open_file(path)
if temp_file:
temp_file.seek_end()
for i in range(buffer_idx):
temp_file.store_line(buffer[i])
temp_file.close()
buffer_idx = 0 # We don't clear the memory, we'll just overwrite it
func write(output, level):
"""Write the string at the end of the file (append mode), following
the queue mode."""
var queue_action = queue_mode
if queue_action == QUEUE_MODES.SMART:
if level >= WARN: # Don't queue warnings and errors
queue_action = QUEUE_MODES.NONE
flush_buffer()
else: # Queue the log, not important enough for "smart"
queue_action = QUEUE_MODES.ALL
if queue_action == QUEUE_MODES.NONE:
var temp_file = _open_file(path)
if temp_file == null:
return
else:
temp_file.seek_end()
temp_file.store_line(output)
temp_file.close()
if queue_action == QUEUE_MODES.ALL:
buffer[buffer_idx] = output
buffer_idx += 1
if buffer_idx >= FILE_BUFFER_SIZE:
flush_buffer()
func get_config():
return {
"path": get_path(),
"queue_mode": get_queue_mode(),
}
func _open_file(path):
var result = FileAccess.open(path, get_write_mode())
if result == null:
var err = FileAccess.get_open_error()
print("[ERROR] [logger] Could not open the '%s' log file; exited with error %d." % [path, err])
return null
else:
return result
class Module:
# """Class for customizable logging modules."""
var name = ""
var output_level = 0
var output_strategies = []
var external_sink = null
func _init(_name, _output_level, _output_strategies, _external_sink):
name = _name
set_output_level(_output_level)
if typeof(_output_strategies) == TYPE_INT: # Only one strategy, use it for all
for i in range(0, LEVELS.size()):
output_strategies.append(_output_strategies)
else:
for strategy in _output_strategies: # Need to force deep copy
output_strategies.append(strategy)
set_external_sink(_external_sink)
func get_name():
return name
func set_output_level(level):
"""Set the custom minimal level for the output of the module.
All levels greater or equal to the given once will be output based
on their respective strategies, while levels lower than the given one
will be discarded."""
if not level in range(0, LEVELS.size()):
print("[ERROR] [%s] The level must be comprised between 0 and %d." % [PLUGIN_NAME, LEVELS.size() - 1])
return
output_level = level
func get_output_level():
return output_level
func set_common_output_strategy(output_strategy_mask):
"""Set the common output strategy mask for all levels of the module."""
if not output_strategy_mask in range(0, MAX_STRATEGY + 1):
print("[ERROR] [%s] The output strategy mask must be comprised between 0 and %d." % [PLUGIN_NAME, MAX_STRATEGY])
return
for i in range(0, LEVELS.size()):
output_strategies[i] = output_strategy_mask
func set_output_strategy(output_strategy_mask, level = -1):
"""Set the output strategy for the given level or (by default) all
levels of the module."""
if not output_strategy_mask in range(0, MAX_STRATEGY + 1):
print("[ERROR] [%s] The output strategy mask must be comprised between 0 and %d." % [PLUGIN_NAME, MAX_STRATEGY])
return
if level == -1: # Set for all levels
for i in range(0, LEVELS.size()):
output_strategies[i] = output_strategy_mask
else:
if not level in range(0, LEVELS.size()):
print("[ERROR] [%s] The level must be comprised between 0 and %d." % [PLUGIN_NAME, LEVELS.size() - 1])
return
output_strategies[level] = output_strategy_mask
func get_output_strategy(level = -1):
if level == -1:
return output_strategies
else:
return output_strategies[level]
func set_external_sink(new_external_sink):
"""Set the external sink instance for the module."""
external_sink = new_external_sink
func get_external_sink():
return external_sink
func get_config():
return {
"name": get_name(),
"output_level": get_output_level(),
"output_strategies": get_output_strategy(),
"external_sink": get_external_sink().get_config(),
}
##=============##
## Constants ##
##=============##
const PLUGIN_NAME = "logger"
# Logging levels - the array and the integers should be matching
const LEVELS = ["VERBOSE", "DEBUG", "INFO", "WARN", "ERROR"]
const VERBOSE = 0
const DEBUG = 1
const INFO = 2
const WARN = 3
const ERROR = 4
# Output strategies
const STRATEGY_MUTE = 0
const STRATEGY_PRINT = 1
const STRATEGY_EXTERNAL_SINK = 2
const STRATEGY_PRINT_AND_EXTERNAL_SINK = STRATEGY_PRINT | STRATEGY_EXTERNAL_SINK
const STRATEGY_MEMORY = 4
const MAX_STRATEGY = STRATEGY_MEMORY * 2 - 1
# Output format identifiers
const FORMAT_IDS = {
"level": "{LVL}",
"module": "{MOD}",
"message": "{MSG}",
"time": "{TIME}",
"error_message": "{ERR_MSG}",
}
# Maps Error code to strings.
# This might eventually be supported out of the box in Godot,
# so we'll be able to drop this.
const ERROR_MESSAGES = {
OK: "OK.",
FAILED: "Generic error.",
ERR_UNAVAILABLE: "Unavailable error.",
ERR_UNCONFIGURED: "Unconfigured error.",
ERR_UNAUTHORIZED: "Unauthorized error.",
ERR_PARAMETER_RANGE_ERROR: "Parameter range error.",
ERR_OUT_OF_MEMORY: "Out of memory (OOM) error.",
ERR_FILE_NOT_FOUND: "File: Not found error.",
ERR_FILE_BAD_DRIVE: "File: Bad drive error.",
ERR_FILE_BAD_PATH: "File: Bad path error.",
ERR_FILE_NO_PERMISSION: "File: No permission error.",
ERR_FILE_ALREADY_IN_USE: "File: Already in use error.",
ERR_FILE_CANT_OPEN: "File: Can't open error.",
ERR_FILE_CANT_WRITE: "File: Can't write error.",
ERR_FILE_CANT_READ: "File: Can't read error.",
ERR_FILE_UNRECOGNIZED: "File: Unrecognized error.",
ERR_FILE_CORRUPT: "File: Corrupt error.",
ERR_FILE_MISSING_DEPENDENCIES: "File: Missing dependencies error.",
ERR_FILE_EOF: "File: End of file (EOF) error.",
ERR_CANT_OPEN: "Can't open error.",
ERR_CANT_CREATE: "Can't create error.",
ERR_QUERY_FAILED: "Query failed error.",
ERR_ALREADY_IN_USE: "Already in use error.",
ERR_LOCKED: "Locked error.",
ERR_TIMEOUT: "Timeout error.",
ERR_CANT_CONNECT: "Can't connect error.",
ERR_CANT_RESOLVE: "Can't resolve error.",
ERR_CONNECTION_ERROR: "Connection error.",
ERR_CANT_ACQUIRE_RESOURCE: "Can't acquire resource error.",
ERR_CANT_FORK: "Can't fork process error.",
ERR_INVALID_DATA: "Invalid data error.",
ERR_INVALID_PARAMETER: "Invalid parameter error.",
ERR_ALREADY_EXISTS: "Already exists error.",
ERR_DOES_NOT_EXIST: "Does not exist error.",
ERR_DATABASE_CANT_READ: "Database: Read error.",
ERR_DATABASE_CANT_WRITE: "Database: Write error.",
ERR_COMPILATION_FAILED: "Compilation failed error.",
ERR_METHOD_NOT_FOUND: "Method not found error.",
ERR_LINK_FAILED: "Linking failed error.",
ERR_SCRIPT_FAILED: "Script failed error.",
ERR_CYCLIC_LINK: "Cycling link (import cycle) error.",
ERR_INVALID_DECLARATION: "Invalid declaration error.",
ERR_DUPLICATE_SYMBOL: "Duplicate symbol error.",
ERR_PARSE_ERROR: "Parse error.",
ERR_BUSY: "Busy error.",
ERR_SKIP: "Skip error.",
ERR_HELP: "Help error.",
ERR_BUG: "Bug error.",
ERR_PRINTER_ON_FIRE: "Printer on fire error.",
}
##=============##
## Variables ##
##=============##
# Configuration
var default_output_level = INFO
# TODO: Find (or implement in Godot) a more clever way to achieve that
var default_output_strategies = [STRATEGY_PRINT, STRATEGY_PRINT, STRATEGY_PRINT, STRATEGY_PRINT, STRATEGY_PRINT]
var default_logfile_path = "user://%s.log" % ProjectSettings.get_setting("application/config/name") # TODO @File
var default_configfile_path = "user://%s.cfg" % PLUGIN_NAME
# e.g. "[INFO] [main] The young alpaca started growing a goatie."
var output_format = "[{TIME}] [{LVL}] [{MOD}]{ERR_MSG} {MSG}"
# Example with all supported placeholders: "YYYY.MM.DD hh.mm.ss.SSS"
# would output e.g.: "2020.10.09 12:10:47.034".
var time_format = "hh:mm:ss"
# Holds the name of the debug module for easy usage across all logging functions.
var default_module_name = "main"
# Specific to STRATEGY_MEMORY
var max_memory_size = 30
var memory_buffer = []
var memory_idx = 0
var memory_first_loop = true
var memory_cache = []
var invalid_memory_cache = false
# Holds default and custom modules and external sinks defined by the user
# Default modules are initialized in _init via add_module
var external_sinks = {}
var modules = {}
##=============##
## Functions ##
##=============##
func put(level, message, module = default_module_name, error_code = -1):
"""Log a message in the given module with the given logging level."""
var module_ref = get_module(module)
var output_strategy = module_ref.get_output_strategy(level)
if output_strategy == STRATEGY_MUTE or module_ref.get_output_level() > level:
return # Out of scope
var output = format(output_format, level, module, message, error_code)
if output_strategy & STRATEGY_PRINT:
print(output)
if output_strategy & STRATEGY_EXTERNAL_SINK:
module_ref.get_external_sink().write(output, level)
if output_strategy & STRATEGY_MEMORY:
memory_buffer[memory_idx] = output
memory_idx += 1
invalid_memory_cache = true
if memory_idx >= max_memory_size:
memory_idx = 0
memory_first_loop = false
# Helper functions for each level
# -------------------------------
func verbose(message, module = default_module_name, error_code = -1):
"""Log a message in the given module with level VERBOSE."""
put(VERBOSE, message, module, error_code)
func debug(message, module = default_module_name, error_code = -1):
"""Log a message in the given module with level DEBUG."""
put(DEBUG, message, module, error_code)
func info(message, module = default_module_name, error_code = -1):
"""Log a message in the given module with level INFO."""
put(INFO, message, module, error_code)
func warn(message, module = default_module_name, error_code = -1):
"""Log a message in the given module with level WARN."""
put(WARN, message, module, error_code)
func error(message, module = default_module_name, error_code = -1):
"""Log a message in the given module with level ERROR."""
put(ERROR, message, module, error_code)
# Module management
# -----------------
func add_module(name, output_level = default_output_level, output_strategies = default_output_strategies, logfile = null):
"""Add a new module with the given parameter or (by default) the
default ones.
Returns a reference to the instanced module."""
if modules.has(name):
info("The module '%s' already exists; discarding the call to add it anew." % name, PLUGIN_NAME)
else:
if logfile == null:
logfile = get_external_sink(default_logfile_path)
modules[name] = Module.new(name, output_level, output_strategies, logfile)
return modules[name]
func get_module(module = default_module_name):
"""Retrieve the given module if it exists; if not, it will be created."""
if not modules.has(module):
info("The requested module '%s' does not exist. It will be created with default values." % module, PLUGIN_NAME)
add_module(module)
return modules[module]
func get_modules():
"""Retrieve the dictionary containing all modules."""
return modules
# Logfiles management
# -------------------
func set_default_logfile_path(new_logfile_path, keep_old = false):
"""Sets the new default logfile path. Unless configured otherwise with
the optional keep_old argument, it will replace the logfile for all
modules which were configured for the previous logfile path."""
if new_logfile_path == default_logfile_path:
return # Nothing to do
var old_logfile = get_external_sink(default_logfile_path)
var new_logfile = null
if external_sinks.has(new_logfile_path): # Already exists
new_logfile = external_sinks[new_logfile_path]
else: # Create a new logfile
new_logfile = add_logfile(new_logfile_path)
external_sinks[new_logfile_path] = new_logfile
if not keep_old: # Replace the old defaut logfile in all modules that used it
for module in modules.values():
if module.get_external_sink() == old_logfile:
module.set_external_sink(new_logfile)
external_sinks.erase(default_logfile_path)
default_logfile_path = new_logfile_path
func get_default_logfile_path():
"""Return the default logfile path."""
return default_logfile_path
func add_logfile(logfile_path = default_logfile_path):
"""Add a new logfile that can then be attached to one or more modules.
Returns a reference to the instanced logfile."""
if external_sinks.has(logfile_path):
info("A logfile pointing to '%s' already exists; discarding the call to add it anew." % logfile_path, PLUGIN_NAME)
else:
external_sinks[logfile_path] = Logfile.new(logfile_path)
return external_sinks[logfile_path]
func get_external_sink(_external_sink_name):
"""Retrieve the first given external sink if it exists, otherwise returns null."""
if not external_sinks.has(_external_sink_name):
warn("The requested external sink pointing to '%s' does not exist." % _external_sink_name, PLUGIN_NAME)
return null
else:
return external_sinks[_external_sink_name]
func get_external_sinks():
"""Retrieve the dictionary containing all external sinks."""
return external_sinks
func flush_buffers():
"""Flush non-empty buffers."""
var processed_external_sinks = []
var external_sink = null
for module in modules:
external_sink = modules[module].get_external_sink()
if external_sink in processed_external_sinks:
continue
external_sink.flush_buffer()
processed_external_sinks.append(external_sink)
# Default output configuration
# ----------------------------
func set_default_output_strategy(output_strategy_mask, level = -1):
"""Set the default output strategy mask of the given level or (by
default) all levels for all modules without a custom strategy."""
if not output_strategy_mask in range(0, MAX_STRATEGY + 1):
error("The output strategy mask must be comprised between 0 and %d." % MAX_STRATEGY, PLUGIN_NAME)
return
if level == -1: # Set for all levels
for i in range(0, LEVELS.size()):
default_output_strategies[i] = output_strategy_mask
info("The default output strategy mask was set to '%d' for all levels." % [output_strategy_mask], PLUGIN_NAME)
else:
if not level in range(0, LEVELS.size()):
error("The level must be comprised between 0 and %d." % (LEVELS.size() - 1), PLUGIN_NAME)
return
default_output_strategies[level] = output_strategy_mask
info("The default output strategy mask was set to '%d' for the '%s' level." % [output_strategy_mask, LEVELS[level]], PLUGIN_NAME)
func get_default_output_strategy(level):
"""Get the default output strategy mask of the given level or (by
default) all levels for all modules without a custom strategy."""
return default_output_strategies[level]
func set_default_output_level(level):
"""Set the default minimal level for the output of all modules without
a custom output level.
All levels greater or equal to the given once will be output based on
their respective strategies, while levels lower than the given one will
be discarded.
"""
if not level in range(0, LEVELS.size()):
error("The level must be comprised between 0 and %d." % (LEVELS.size() - 1), PLUGIN_NAME)
return
default_output_level = level
info("The default output level was set to '%s'." % LEVELS[level], PLUGIN_NAME)
func get_default_output_level():
"""Get the default minimal level for the output of all modules without
a custom output level."""
return default_output_level
# Output formatting
# -----------------
# Format the fields:
# * YYYY = Year
# * MM = Month
# * DD = Day
# * hh = Hour
# * mm = Minutes
# * ss = Seconds
# * SSS = Milliseconds
func get_formatted_datetime():
var unix_time: float = Time.get_unix_time_from_system()
var time_zone: Dictionary = Time.get_time_zone_from_system()
unix_time += time_zone.bias * 60
var datetime: Dictionary = Time.get_datetime_dict_from_unix_time(int(unix_time))
datetime.millisecond = int(unix_time * 1000) % 1000
var result = time_format
result = result.replace("YYYY", "%04d" % [datetime.year])
result = result.replace("MM", "%02d" % [datetime.month])
result = result.replace("DD", "%02d" % [datetime.day])
result = result.replace("hh", "%02d" % [datetime.hour])
result = result.replace("mm", "%02d" % [datetime.minute])
result = result.replace("ss", "%02d" % [datetime.second])
result = result.replace("SSS", "%03d" % [datetime.millisecond])
return result
func format(template, level, module, message, error_code = -1):
var output = template
output = output.replace(FORMAT_IDS.level, LEVELS[level])
output = output.replace(FORMAT_IDS.module, module)
output = output.replace(FORMAT_IDS.message, str(message))
output = output.replace(FORMAT_IDS.time, get_formatted_datetime())
# Error message substitution
var error_message = ERROR_MESSAGES.get(error_code)
if error_message != null:
output = output.replace(FORMAT_IDS.error_message, " " + error_message)
else:
output = output.replace(FORMAT_IDS.error_message, "")
return output
func set_output_format(new_format):
"""Set the output string format using the following identifiers:
{LVL} for the level, {MOD} for the module, {MSG} for the message.
The three identifiers should be contained in the output format string.
"""
for key in FORMAT_IDS:
if new_format.find(FORMAT_IDS[key]) == -1:
error("Invalid output string format. It lacks the '%s' identifier." % FORMAT_IDS[key], PLUGIN_NAME)
return
output_format = new_format
info("Successfully changed the output format to '%s'." % output_format, PLUGIN_NAME)
func get_output_format():
"""Get the output string format."""
return output_format
# Strategy "memory"
# -----------------
func set_max_memory_size(new_size):
"""Set the maximum amount of messages to be remembered when
using the STRATEGY_MEMORY output strategy."""
if new_size <= 0:
error("The maximum amount of remembered messages must be a positive non-null integer. Received %d." % new_size, PLUGIN_NAME)
return
var new_buffer = []
var new_idx = 0
new_buffer.resize(new_size)
# Better algorithm welcome :D
if memory_first_loop:
var offset = 0
if memory_idx > new_size:
offset = memory_idx - new_size
memory_first_loop = false
else:
new_idx = memory_idx
for i in range(0, min(memory_idx, new_size)):
new_buffer[i] = memory_buffer[i + offset]
else:
var delta = 0
if max_memory_size > new_size:
delta = max_memory_size - new_size
else:
new_idx = max_memory_size
memory_first_loop = true
for i in range(0, min(max_memory_size, new_size)):
new_buffer[i] = memory_buffer[(memory_idx + delta + i) % max_memory_size]
memory_buffer = new_buffer
memory_idx = new_idx
invalid_memory_cache = true
max_memory_size = new_size
info("Successfully set the maximum amount of remembered messages to %d." % max_memory_size, PLUGIN_NAME)
func get_max_memory_size():
"""Get the maximum amount of messages to be remembered when
using the STRATEGY_MEMORY output strategy."""
return max_memory_size
func get_memory():
"""Get an array of the messages remembered following STRATEGY_MEMORY.
The messages are sorted from the oldest to the newest."""
if invalid_memory_cache: # Need to recreate the cached ordered array
memory_cache = []
if not memory_first_loop: # else those would be uninitialized
for i in range(memory_idx, max_memory_size):
memory_cache.append(memory_buffer[i])
for i in range(0, memory_idx):
memory_cache.append(memory_buffer[i])
invalid_memory_cache = false
return memory_cache
func clear_memory():
"""Clear the buffer or remembered messages."""
memory_buffer.clear()
memory_idx = 0
memory_first_loop = true
invalid_memory_cache = true
# Configuration loading/saving
# ----------------------------
const config_fields := {
default_output_level = "default_output_level",
default_output_strategies = "default_output_strategies",
default_logfile_path = "default_logfile_path",
max_memory_size = "max_memory_size",
external_sinks = "external_sinks",
modules = "modules"
}
func save_config(configfile = default_configfile_path):
"""Save the default configuration as well as the set of modules and
their respective configurations.
The ConfigFile API is used to generate the config file passed as argument.
A unique section is used, so that it can be merged in a project's engine.cfg.
Returns an error code (OK or some ERR_*)."""
var config = ConfigFile.new()
# Store default config
config.set_value(PLUGIN_NAME, config_fields.default_output_level, default_output_level)
config.set_value(PLUGIN_NAME, config_fields.default_output_strategies, default_output_strategies)
config.set_value(PLUGIN_NAME, config_fields.default_logfile_path, default_logfile_path)
config.set_value(PLUGIN_NAME, config_fields.max_memory_size, max_memory_size)
# External sink config
var external_sinks_arr = []
var sorted_keys = external_sinks.keys()
sorted_keys.sort() # Sadly doesn't return the array, so we need to split it
for external_sink in sorted_keys:
external_sinks_arr.append(external_sinks[external_sink].get_config())
config.set_value(PLUGIN_NAME, config_fields.external_sinks, external_sinks_arr)
# Modules config
var modules_arr = []
sorted_keys = modules.keys()
sorted_keys.sort()
for module in sorted_keys:
modules_arr.append(modules[module].get_config())
config.set_value(PLUGIN_NAME, config_fields.modules, modules_arr)
# Save and return the corresponding error code
var err = config.save(configfile)
if err:
error("Could not save the config in '%s'; exited with error %d." % [configfile, err], PLUGIN_NAME)
return err
info("Successfully saved the config to '%s'." % configfile, PLUGIN_NAME)
return OK
func load_config(configfile = default_configfile_path):
"""Load the configuration as well as the set of defined modules and
their respective configurations. The expect file contents must be those
produced by the ConfigFile API.
Returns an error code (OK or some ERR_*)."""
# Look for the file
if not FileAccess.file_exists(configfile):
warn("Could not load the config in '%s', the file does not exist." % configfile, PLUGIN_NAME)
return ERR_FILE_NOT_FOUND
# Load its contents
var config = ConfigFile.new()
var err = config.load(configfile)
if err:
warn("Could not load the config in '%s'; exited with error %d." % [configfile, err], PLUGIN_NAME)
return err
# Load default config
default_output_level = config.get_value(PLUGIN_NAME, config_fields.default_output_level, default_output_level)
default_output_strategies = config.get_value(PLUGIN_NAME, config_fields.default_output_strategies, default_output_strategies)
default_logfile_path = config.get_value(PLUGIN_NAME, config_fields.default_logfile_path, default_logfile_path)
max_memory_size = config.get_value(PLUGIN_NAME, config_fields.max_memory_size, max_memory_size)
# Load external config and initialize them
flush_buffers()
external_sinks = {}
add_logfile(default_logfile_path)
for logfile_cfg in config.get_value(PLUGIN_NAME, config_fields.external_sinks, []):
var logfile = Logfile.new(logfile_cfg["path"], logfile_cfg["queue_mode"])
external_sinks[logfile_cfg["path"]] = logfile
# Load modules config and initialize them
modules = {}
add_module(PLUGIN_NAME)
add_module(default_module_name)
for module_cfg in config.get_value(PLUGIN_NAME, config_fields.modules, []):
var module = Module.new(
module_cfg["name"], module_cfg["output_level"], module_cfg["output_strategies"], get_external_sink(module_cfg["external_sink"]["path"])
)
modules[module_cfg["name"]] = module
info("Successfully loaded the config from '%s'." % configfile, PLUGIN_NAME)
return OK
##=============##
## Callbacks ##
##=============##
func _init():
# Default logfile
add_logfile(default_logfile_path)
# Default modules
add_module(PLUGIN_NAME) # needs to be instanced first
add_module(default_module_name)
memory_buffer.resize(max_memory_size)
func _exit_tree():
flush_buffers()
================================================
FILE: plugin.cfg
================================================
[plugin]
name="Godot Logger"
description="The Godot Logger is a plugin that provides a logging API for projects developed with Godot Engine."
author="KOBUGE Games"
version="1.0.0"
script="plugin.gd"
================================================
FILE: plugin.gd
================================================
@tool
extends EditorPlugin
func _enter_tree() -> void:
add_autoload_singleton("KLogger", "logger.gd")
func _exit_tree() -> void:
remove_autoload_singleton("KLogger")
gitextract_nqy87bva/ ├── .github/ │ └── workflows/ │ ├── .gdlintrc │ └── CodeStyleWorkflow.yml ├── LICENSE.md ├── README.md ├── logger.gd ├── plugin.cfg └── plugin.gd
Condensed preview — 7 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (36K chars).
[
{
"path": ".github/workflows/.gdlintrc",
"chars": 1259,
"preview": "class-definitions-order:\n- tools\n- classnames\n- extends\n- signals\n- enums\n- consts\n- exports\n- pubvars\n- prvvars\n- onrea"
},
{
"path": ".github/workflows/CodeStyleWorkflow.yml",
"chars": 1650,
"preview": "name: Code style workflow\n\n# Events but only for the master branch\non:\n push:\n branches: [ master ]\n pull_request:\n"
},
{
"path": "LICENSE.md",
"chars": 1056,
"preview": "Copyright (c) 2016 KOBUGE Games\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this so"
},
{
"path": "README.md",
"chars": 2516,
"preview": "Godot Logger - Logging Addon for Godot Engine\n===========================================\n\nThe *Godot Logger* is a plugi"
},
{
"path": "logger.gd",
"chars": 26813,
"preview": "# Copyright (c) 2016 KOBUGE Games\n# Distributed under the terms of the MIT license.\n# https://github.com/KOBUGE-Games/go"
},
{
"path": "plugin.cfg",
"chars": 200,
"preview": "[plugin]\n\nname=\"Godot Logger\"\ndescription=\"The Godot Logger is a plugin that provides a logging API for projects develop"
},
{
"path": "plugin.gd",
"chars": 172,
"preview": "@tool\nextends EditorPlugin\n\n\nfunc _enter_tree() -> void:\n\tadd_autoload_singleton(\"KLogger\", \"logger.gd\")\n\n\nfunc _exit_tr"
}
]
About this extraction
This page contains the full source code of the KOBUGE-Games/godot-logger GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 7 files (32.9 KB), approximately 8.7k tokens. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.