-
Notifications
You must be signed in to change notification settings - Fork 4
Debug
Note: This section is specifically about the mod-specific Debug system. For general utility logging features see Logging.
MSU adds functionality to improve the debugging capabilites of the user. It allows the user to leave debugging information in the code, but turn off specific parts when distributing the mod.
Every mod has a default flag that is passed to the debug functions.
This allows for simple syntax, such as <Mod>.printLog("text")
or if (<Mod>.Debug.isEnabled())
.
If you want more granularity, you can add further flags to turn debug on and off for specific areas of the mod. For example, you might want a flag to govern only AI-related events. You would write
<Mod>.Debug.setFlag("ai", true)
in the definition of your mod. In the AI files, you would then use
<Mod>.Debug.printLog("My unit is thinking", "ai")
This will only print if the ai
flag is set to true.
All flags can be enabled or disabled at once via enable() and disable()
<Mod>.Debug.printLog( _printText, _flagID = null ) // printWarning/printError
// _printText and _flag ID are strings
Substitutes for this.logInfo
, this.logWarning
and this.logError
Print the log as _printText
if debugging is enabled.
_flagID
specifies a flag of the mod,
and is set to default if left empty.
<Mod>.Debug.setFlag( _flagID, _flagBool )
// _flagID is a string
// _flagBool is a boolean
Sets (and creates if necessary) the flag _flag
to _flagBool
<Mod>.Debug.setFlags( _flagTable)
// _flagTable is a table of string : boolean entries
Calls setFlag(key, value)
on each entry in _flagTable
.
<Mod>.Debug.enable()
This sets all the debug flags to true. By default, this will only concern the default flag.
<Mod>.Debug.disable()
This sets all the debug flags to false. By default, this will only concern the default flag.
<Mod>.Debug.isEnabled( _flagID = "default" )
Returns true if debugging is enabled for _flagID
.
Returns false otherwise.
This can be used to enable further debugging tools.
For example, this could enable extra tooltips that the player is not supposed to see during normal gameplay.
local yourmod = ::MSU.Class.Mod("yourmod", "1.0.0");
// we've now enabled the default flag for our mod so when we do
yourmod.Debug.printLog("Test");
// it will print to the log.
local newFlags = {
flag1 = true,
flag2 = false
}
// now we create a new flagTable
yourmod.Debug.setFlags(newFlags);
// and add it to our mod
yourmod.Debug.printWarning("Prints!", "flag1");
// this would still print because flag1 = true
yourmod.Debug.printError("Does not print!", "flag2");
// would not print because flag2 = false, but if we do
yourmod.Debug.setFlag("flag2", true);
yourmod.Debug.printError("Prints!", "flag2")
// this will now print to the log
- NOTE: MSU guarantees backwards compatibility for documented features and code only. Undocumented features/code of MSU may be changed at any time without notice, so we advise against using/referencing such code in your projects.
- For bug reports or feature requests, please create issues.
- If you would like to join the team, write to us at msu.team@protonmail.com.