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Logger levels not working #330
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Description
🐛 Description
The console output is filled with messages (implemented in #314 ) of level TRC aka trace.
By changing these 2 _logger.trace() functions to _logger.info(), and having my log level to DBG aka debug, I expected to not see these messages. Yet they appear.
Specifically in the following function
func _check_log_level(level: int) -> bool:
var cmp_level = log_level
if level < cmp_level:
return false
if module_log_level.has(module):
var module_level = module_log_level.get(module)
return level >= module_level
return truelog_level is always 0, regardless of what log level is chosen at project settings. Where is log_level assigned? In the following codeblock
static func _static_init():
log_level = ProjectSettings.get_setting("netfox/logging/log_level", LOG_MIN)
module_log_level = {
"netfox": ProjectSettings.get_setting("netfox/logging/netfox_log_level", LOG_MIN),
"netfox.noray": ProjectSettings.get_setting("netfox/logging/netfox_noray_log_level", LOG_MIN),
"netfox.extras": ProjectSettings.get_setting("netfox/logging/netfox_extras_log_level", LOG_MIN)
}note that it FAILED to get the log_level setting (returned null), so it went for the minimum aka LOG_MIN
Steps to reproduce
- Start forest-brawl
- Connect with a client
- Observe the console output
Expected behavior
With my default Logger project settings (DBG), it shouldn't show the above theta logs.
Observed behavior
All theta logs are shown.
Versions
- Godot version: 4.1 stable
- netfox version: master
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bugSomething isn't workingSomething isn't working