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+.. _doc_logging:
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+
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+Logging
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+=======
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+
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+Godot comes with several ways to organize and collect log messages.
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+
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+Printing messages
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+-----------------
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+
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+.. seealso::
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+
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+ See :ref:`doc_output_panel_printing_messages` for instructions on printing
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+ messages. The printed output is generally identical to the logged output.
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+
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+ When running a project from the editor, the editor will display logged text
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+ in the :ref:`doc_output_panel`.
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+
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+Project settings
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+----------------
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+
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+There are several project settings to control logging behavior in Godot:
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+
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+- **Application > Run > Disable stdout:** Disables logging to standard output entirely.
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+ This also affects what custom loggers receive. This can be controlled at runtime
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+ by setting :ref:`Engine.print_to_stdout <class_Engine_property_print_to_stdout>`.
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+- **Application > Run > Disable stderr:** Disables logging to standard error entirely.
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+ This also affects what custom loggers receive. This can be controlled at runtime
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+ by setting :ref:`Engine.print_error_messages <class_Engine_property_print_error_messages>`.
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+- **Debug > Settings > stdout > Verbose stdout:** Enables verbose logging to standard output.
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+ Prints from :ref:`print_verbose() <class_@GlobalScope_method_print_verbose>` are only
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+ visible if verbose mode is enabled.
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+- **Debug > Settings > stdout > Print FPS:** Prints the frames per second every second,
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+ as well as the V-Sync status on startup (as it can effectively cap the maximum framerate).
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+- **Debug > Settings > stdout > Print GPU Profile:** Prints a report of GPU utilization
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+ every second, using the same data source as the :ref:`doc_debugger_panel_visual_profiler`.
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+
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+Some of these project settings can also be overridden using
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+:ref:`command line arguments <doc_command_line_tutorial>` such as ``--quiet``,
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+``--verbose``, and ``--print-fps``.
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+
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+The engine's own file logging is also configurable, as described in the section below.
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+
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+Built-in file logging
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+---------------------
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+
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+By default, Godot writes log files in ``user://logs/godot.log`` on desktop
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+platforms. You can change this location by modifying the
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+``debug/file_logging/log_path`` project setting. Logs are rotated to keep older
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+files available for inspection. Each session creates a new log file, with the
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+old file renamed to contain the date at which it was rotated. Up to 5 log files
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+are kept by default, which can be adjusted using the
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+``debug/file_logging/max_log_files`` project setting.
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+
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+File logging can also be disabled completely using the
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+``debug/file_logging/enable_file_logging`` project setting.
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+
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+When the project crashes, crash logs are written to the same file as the log
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+file. The crash log will only contain a usable backtrace if the binary that was
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+run contains debugging symbols, or if it can find a debug symbols file that
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+matches the binary. Official binaries don't provide debugging symbols, so this
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+requires a custom build to work. See
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+:ref:`Debugging symbols <doc_introduction_to_the_buildsystem_debugging_symbols>`
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+for guidance on compiling binaries with debugging symbols enabled.
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+
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+.. note::
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+
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+ Log files for :ref:`print() <class_@GlobalScope_method_print>`
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+ statements are updated when standard output is *flushed* by the engine.
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+ Standard output is flushed on every print in debug builds only. In projects that
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+ are exported in release mode, standard output is only flushed when the project exits
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+ or crashes to improve performance, especially if the project is often printing
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+ text to standard output.
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+
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+ On the other hand, the standard error stream
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+ (used by :ref:`printerr() <class_@GlobalScope_method_printerr>`,
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+ :ref:`push_error() <class_@GlobalScope_method_push_error>`, and
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+ :ref:`push_warning() <class_@GlobalScope_method_push_warning>`) is always
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+ flushed on every print, even in projects exported in release mode.
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+
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+ For some use cases like dedicated servers, it can be preferred to have release
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+ builds always flush stdout on print, so that logging services like journald can
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+ collect logs while the process is running. This can be done by enabling
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+ ``application/run/flush_stdout_on_print`` in the Project Settings.
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+
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+Script backtraces
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+-----------------
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+
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+Since Godot 4.5, when GDScript code encounters an error, it will log a backtrace that points
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+to the origin of the error, while also containing the call stack leading to it. This behavior
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+is always enabled when running in the editor, or when the project is exported in debug mode.
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+
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+In projects exported in release mode, backtraces are disabled by default for performance reasons.
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+You can enable them by checking **Debug > Settings > GDScript > Always Track Call Stacks** in
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+the Project Settings. If you use a custom logging system that reports exceptions to a remote
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+service, it's recommended to enable this to make reported errors more actionable.
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+
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+Crash backtraces
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+----------------
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+
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+.. warning::
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+
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+ Crash backtraces are only useful if they were recorded in a build that
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+ contains :ref:`debugging symbols <doc_introduction_to_the_buildsystem_debugging_symbols>`.
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+ Official Godot binaries do not contain debugging symbols, so you must compile a
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+ custom editor or export template binary to get useful crash backtraces.
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+
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+When the project crashes, a crash backtrace is printed to the standard error stream. This is what
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+it can look like in a build with debug symbols:
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+
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+::
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+
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+ ================================================================
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+ handle_crash: Program crashed with signal 4
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+ Engine version: Godot Engine v4.5.beta.custom_build (6c9aa4c7d3b9b91cd50714c40eeb234874df7075)
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+ Dumping the backtrace. Please include this when reporting the bug to the project developer.
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+ [1] /lib64/libc.so.6(+0x1a070) [0x7f6e5e277070] (??:0)
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+ [2] godot() [0x4da3358] (/path/to/godot/core/core_bind.cpp:336 (discriminator 2))
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+ [3] godot() [0xdf5f2f] (/path/to/godot/modules/gdscript/gdscript.h:591)
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+ [4] godot() [0xbffd46] (/path/to/godot/modules/gdscript/gdscript.cpp:2065 (discriminator 1))
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+ [5] godot() [0x30f2ea4] (/path/to/godot/core/variant/variant.h:870)
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+ [6] godot() [0x550d4e1] (/path/to/godot/core/object/object.cpp:933)
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+ [7] godot() [0x30d996a] (/path/to/godot/scene/main/node.cpp:318 (discriminator 1))
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+ [8] godot() [0x3131a7f] (/path/to/godot/core/templates/hash_map.h:465)
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+ [9] godot() [0x424589] (/path/to/godot/platform/linuxbsd/os_linuxbsd.cpp:970)
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+ [10] /lib64/libc.so.6(+0x3575) [0x7f6e5e260575] (??:0)
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+ [11] /lib64/libc.so.6(__libc_start_main+0x88) [0x7f6e5e260628] (??:0)
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+ [12] godot() [0x464df5] (??:?)
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+ -- END OF C++ BACKTRACE --
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+ ================================================================
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+ GDScript backtrace (most recent call first):
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+ [0] _ready (res://test.gd:5)
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+ -- END OF GDSCRIPT BACKTRACE --
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+ ================================================================
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+
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+On the other hand, without debug symbols, it will look like this instead:
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+
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+::
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+
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+ ================================================================
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+ handle_crash: Program crashed with signal 4
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+ Engine version: Godot Engine v4.5.beta.custom_build (6c9aa4c7d3b9b91cd50714c40eeb234874df7075)
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+ Dumping the backtrace. Please include this when reporting the bug to the project developer.
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+ [1] /lib64/libc.so.6(+0x1a070) [0x7fdfaf666070] (??:0)
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+ [2] godot() [0x4da3358] (??:0)
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+ [3] godot() [0xdf5f2f] (??:0)
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+ [4] godot() [0xbffd46] (??:0)
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+ [5] godot() [0x30f2ea4] (??:0)
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+ [6] godot() [0x550d4e1] (??:0)
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+ [7] godot() [0x30d996a] (??:0)
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+ [8] godot() [0x3131a7f] (??:0)
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+ [9] godot() [0x424589] (??:0)
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+ [10] /lib64/libc.so.6(+0x3575) [0x7fdfaf64f575] (??:0)
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+ [11] /lib64/libc.so.6(__libc_start_main+0x88) [0x7fdfaf64f628] (??:0)
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+ [12] godot() [0x464df5] (??:0)
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+ -- END OF C++ BACKTRACE --
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+ ================================================================
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+ GDScript backtrace (most recent call first):
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+ [0] _ready (res://test.gd:5)
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+ -- END OF GDSCRIPT BACKTRACE --
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+ ================================================================
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+
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+This backtrace is also logged to the file for the current session, but it is **not**
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+visible in the editor Output panel. Since the engine's scripting system is not running
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+anymore when the engine is crashing, it is not possible to access it from scripting in
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+the same session. However, you can still read the crash backtrace on the next session
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+by loading log files and searching for the crash backtrace string
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+(``Program crashed with signal``) using :ref:`class_FileAccess`. This allows you to access
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+the backtrace information even after a crash, as long as the user restarts the project
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+and file logging is enabled:
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+
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+.. code-block:: gdscript
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+
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+ # This script can be made an autoload, so that it runs when the project starts.
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+ extends Node
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+
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+ func _ready() -> void:
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+ var log_dir: String = String(ProjectSettings.get_setting("debug/file_logging/log_path")).get_base_dir()
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+ # Get the last log file by alphabetical order.
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+ # Since the timestamp is featured in the file name, it should always be the most recent
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+ # log file that was rotated. The non-timestamped log file is for the current session,
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+ # so we don't want to read that one.
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+ var last_log_file: String = log_dir.path_join(DirAccess.get_files_at(log_dir)[-1])
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+ var last_long_contents: String = FileAccess.get_file_as_string(last_log_file)
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+
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+ var crash_begin_idx: int = last_long_contents.find("Program crashed with signal")
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+ if crash_begin_idx != -1:
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+ print("The previous session has crashed with the following backtrace:\n")
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+ print(last_long_contents.substr(crash_begin_idx))
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+
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+You can customize the message that appears at the top of the backtrace using the
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+**Debug > Settings > Crash Handler > Message** project setting. This can be used
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+to point to a URL or email address that users can report issues to.
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+
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+Creating custom loggers
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+-----------------------
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+
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+Since Godot 4.5, it is possible to create custom loggers. This custom logging can
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+be used for many purposes:
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+
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+- Show an in-game console with the same messages as printed by the engine,
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+ without requiring other scripts to be modified.
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+- Report printed errors from the player's machine to a remote server.
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+ This can make it easier for developers to fix bugs when the game is already released,
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+ or during playtesting.
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+- Integrate a dedicated server export with monitoring platforms.
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+
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+A custom logger can be registered by creating a class that inherits from :ref:`class_logger`,
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+then passing an instance of this class to :ref:`OS.add_logger <class_OS_method_add_logger>`,
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+in a script's :ref:`_init() <class_Object_private_method__init>` method. A good place to do this
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+is an :ref:`autoload <doc_singletons_autoload>`.
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+
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+The class must define two methods: :ref:`_log_message() <class_Logger_private_method__log_message>`
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+and :ref:`_log_error() <class_Logger_private_method__log_error>`.
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+
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+Here is a minimal working example of a custom logger, with the script added as an autoload:
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+
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+.. code-block:: gdscript
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+
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+ extends Node
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+
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+ class CustomLogger extends Logger:
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+ # Note that this method is not called for messages that use
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+ # `push_error()` and `push_warning()`, even though these are printed to stderr.
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+ func _log_message(message: String, error: bool) -> void:
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+ # Do something with `message`.
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+ # `error` is `true` for messages printed to the standard error stream (stderr) with `print_error()`.
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+ pass
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+
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+ func _log_error(
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+ function: String,
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+ file: String,
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+ line: int,
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+ code: String,
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+ rationale: String,
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+ editor_notify: bool,
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+ error_type: int,
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+ script_backtraces: Array[ScriptBacktrace]
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+ ) -> void:
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+ # Do something with the error. The error text is in `rationale`.
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+ # See the Logger class reference for details on other parameters.
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+ pass
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+
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+ # Use `_init()` to initialize the logger as early as possible, which ensures that messages
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+ # printed early are taken into account. However, even when using `_init()`, the engine's own
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+ # initialization messages are not accessible.
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+ func _init() -> void:
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+ OS.add_logger(CustomLogger.new())
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+
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+Note that to avoid infinite recursion, you cannot effectively use
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+:ref:`print() <class_@GlobalScope_method_print>` and its related methods in
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+``_log_message()``. You also can't effectively use
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+:ref:`push_error() <class_@GlobalScope_method_push_error>`
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+or :ref:`push_warning() <class_@GlobalScope_method_push_warning>` in
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+``_log_error()``. Attempting to do so will print a message to the same stream
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+as the original message. This message is not available in the custom logger,
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+which is what prevents infinite recursion from occurring:
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+
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+::
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+
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+ While attempting to print a message, another message was printed:
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+ ...
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+
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+ While attempting to print an error, another error was printed:
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+ ...
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+
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+.. seealso::
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+
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+ You can find an example of an in-game console built with a custom logger in the
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+ `Custom Logging demo project <https://github.com/godotengine/godot-demo-projects/tree/master/misc/custom_logging>`__.
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