oolite/Resources/Config/logcontrol.plist

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/* This file controls the visibility of various error messages and groups of error
messages, or “message classes”. It can be selectively overridden using a separate
logcontrol.plist file in your AddOns folder, or a dictionary called “logging-enable” in
Oolites preferences.
Classes which are related, but not hierarchically, can be controlled using metaclasses,
whose names start with a $. See $error etc. below for examples.
Log output can be modified using the following preference keys:
logging-show-class
logging-show-function
logging-show-file-and-line
logging-echo-to-stderr
“logging-show-class” defaults to YES. The others default to NO.
“logging-echo-to-stderr” causes log information to be printed to the standard error
file in addition to the log file.
*/
{
/*** Special message classes ***/
_default = yes; // Fallback value for otherwise undefined classes. Must be yes or no.
// _override = yes; // Use to force display of all messages (or suppress all messages). Must be yes or no.
/*** Metaclasses ***/
$aiError = $scriptError;
$entityState = no;
$error = yes; // Most errors, ranging from minor to major. Should probably always be enabled.
$scriptDebugOn = no; // This metaclass is set by the debugOn and debugOff script actions.
$scriptError = $error;
$shaderDebugOn = no; // Enabled by 's' key while paused, disabled by 'n' while paused.
$shaderError = $error;
$troubleShootingDump = yes;
/*** Common programming problems ***/
general.error = $error;
general.error.subclassResponsibility = inherit;
general.error.parameterError = inherit;
general.error.deprecatedMethod = inherit;
general.error.inconsistentState = inherit;
exception = yes;
files.notFound = $error; // Failure to load a file.
files.notLoaded = $error; // A file should have been loaded at some earlier point, but wasnt.
/*** Old-style logging calls ***/
unclassified = inherit;
/*** Module-specific message classes ***/
ai = yes; // AI messages are sent if a ship's reportAIMessages property is set, for instance through the JavaScript console.
ai.message.receive = inherit;
ai.takeAction = inherit;
ai.takeAction.noAction = inherit;
ai.takeAction.orphaned = $aiError;
ai.takeAction.debugMessage = inherit;
ai.takeAction.badSelector = inherit;
ai.pop = inherit;
ai.error = $aiError;
ai.error.recursion = inherit;
ai.error.stackOverflow = inherit;
ai.error.stackOverflow.dump = inherit;
ai.setTakeOffFromPlanet.noPlanet = $aiError;
ai.suggestEscort = inherit;
ai.suggestEscort.refused = inherit;
ai.rollD.invalidValue = $aiError;
ai.syntax.setCoordinates = $aiError;
ai.scanForNearestShipMatchingPredicate.compile.failed = $aiError;
ai.invalidFormat = $aiError;
ai.invalidFormat.state = inherit;
ai.invalidFormat.handler = inherit;
ai.invalidFormat.action = inherit;
ai.unpermittedMethod = $aiError;
ai.load = no;
ai.load.failed.unknownAI = $aiError;
ai.invalid.notAStation = $aiError; // Warning when station AI message is used on non-station.
asyncWorkManager.dispatchMethod = no;
beacon.list = $scriptDebugOn;
beacon.list.flightTraining = inherit;
character = $error;
character.load.unknownSystem = inherit;
$dataCacheStatus = no;
$dataCacheError = $error;
$dataCacheDebug = no;
dataCache.found = $dataCacheStatus;
dataCache.upToDate = $dataCacheStatus;
dataCache.notFound = $dataCacheError;
dataCache.rebuild = yes;
dataCache.rebuild.pathsChanged = inherit;
dataCache.rebuild.datesChanged = inherit;
dataCache.rebuild.explicitFlush = inherit;
dataCache.removedOld = $dataCacheStatus;
dataCache.willWrite = $dataCacheStatus;
dataCache.write.success = $dataCacheStatus;
dataCache.write.buildPath.failed = $dataCacheError;
dataCache.write.failed = $dataCacheError;
dataCache.write.serialize.failed = $dataCacheError;
dataCache.retrieve.success = $dataCacheDebug;
dataCache.retrieve.failed = $dataCacheDebug;
dataCache.set.success = $dataCacheDebug;
dataCache.set.failed = $dataCacheError;
dataCache.remove.success = $dataCacheDebug;
dataCache.clear.success = $dataCacheDebug;
dataCache.prune = $dataCacheDebug;
display.modes.noneFound = $error;
display.context.create.failed = $error;
display.mode.found = no;
display.mode.found.failed = $error;
display.mode.list = no;
display.mode.list.none = $error;
display.mode.list.native = yes;
display.mode.list.native.failed = $error;
display.mode.switch.failed = $error;
display.mode.unknown = $error;
display.initGL = no;
$linkedListError = $error;
entity.behaviour.changed = $entityState;
entity.linkedList = $scriptDebugOn; // Management/verification of the lists used to track the relative position of entities.
entity.linkedList.add = inherit;
entity.linkedList.add.error = $linkedListError;
entity.linkedList.remove = inherit;
entity.linkedList.remove.error = $linkedListError;
entity.linkedList.verify = no; //$linkedListError; // Non-fatal errors that look scary.
entity.linkedList.verify.error = inherit;
entity.linkedList.verify.rebuild = inherit;
entity.linkedList.update.error = $linkedListError;
equip.buy.mounted = no;
equip.buy.mounted.failed = $scriptError;
gui.reset = no;
input.keyMapping = no;
input.keyMapping.codeOutOfRange = inherit;
input.keyMapping.keyPress = no;
input.keyMapping.keyPress.keyDown = inherit;
input.keyMapping.keyPress.keyUp = inherit;
joystickHandler.init = yes;
mesh.load.error = $error;
mesh.load.error.fileNotFound = inherit;
mesh.load.error.tooManyVertices = inherit;
mesh.load.error.tooManyFaces = inherit;
mesh.load.octree.size = no;
oxp.versionMismatch = $error;
player.ship = no;
player.ship.damage = no;
$plistError = $error;
plist.parse.failed = $plistError;
plist.wrongType = $plistError;
rendering.opengl.error = no; // Test for and display OpenGL errors
rendering.opengl.version = $troubleShootingDump; // Display renderer version information at startup
rendering.opengl.extensions = $troubleShootingDump; // List OpenGL extensions at startup
rendering.opengl.shader.support = $troubleShootingDump; // Messages about factors influencing availability of OpenGL shaders
rendering.opengl.stateDump = yes; // Dump of OpenGL state (debug tool, currently unused)
rendering.opengl.shader.uniform = $shaderDebugOn;
resourceManager.foundFile = off; // Tells you where all assets (models, textures, sounds) are found. Very verbose!
save.failed = yes;
save.success = no;
quickSave.failed = yes;
load.failed = yes;
setup.ship.badEntry.subentities = inherit;
script.addShips.failed = $scriptError;
script.missionDescription = $scriptError;
script.missionDescription.noMissionText = inherit;
script.missionDescription.noMissionKey = inherit;
script.debug = $scriptDebugOn;
script.debug.message = inherit; // debugMessage: script action
script.debug.onOff = inherit; // debugOn/debugOff script actions
script.debug.processSceneString.addScene = inherit;
script.debug.processSceneString.addModel = inherit;
script.debug.processSceneString.addMiniPlanet = inherit;
script.debug.processSceneString.addBillboard = inherit;
script.debug.setSunNovaIn = inherit;
script.debug.note = inherit;
script.debug.note.awardCargo = inherit;
script.debug.note.removeAllCargo = inherit;
script.debug.note.useSpecialCargo = inherit;
script.debug.note.addShips = inherit;
script.debug.note.set = inherit;
script.debug.note.showShipyardModel = inherit;
script.debug.note.showShipModel = inherit;
script.debug.note.setFuelLeak = inherit;
script.debug.note.addPlanet = inherit;
script.debug.note.replaceVariablesInString = inherit;
script.debug.note.processSceneString = inherit;
script.debug.note.testCondition = no;
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
2007-11-23 15:04:14 +00:00
script.debug.trace = off; // Trace messages are very verbose, printing at least one message per script action. They are not available at all in release versions.
script.debug.trace.scriptAction = inherit; // Messages for each legacy script action executed.
script.debug.trace.testCondition = inherit; // Messages for each legacy script condition evaluated.
script.debug.trace.testCondition.checkingVariable = inherit; // Messages for tests of mission/local variables in script conditions.
script.debug.trace.testCondition.testValues = inherit; // Messages for string and number comparisons.
script.debug.trace.testCondition.oneOf = inherit; // Messages for "oneof" tests.
script.debug.syntax = $scriptError; // Messages relating to script formatting
script.debug.syntax.badConditional = inherit;
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
2007-11-23 15:04:14 +00:00
script.debug.syntax.badComparison = inherit;
script.debug.syntax.action = inherit;
script.debug.syntax.action.noneSpecified = inherit;
script.debug.syntax.action.badSelector = inherit;
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
2007-11-23 15:04:14 +00:00
script.debug.syntax.action.badElement = inherit;
script.debug.syntax.scriptCondition.noneSpecified = inherit;
script.debug.syntax.setPlanetInfo = inherit;
script.debug.syntax.awardCargo = inherit;
script.debug.syntax.messageShipAIs = inherit;
script.debug.syntax.addShips = inherit;
script.debug.syntax.set = inherit;
script.debug.syntax.reset = inherit;
script.debug.syntax.subtract = inherit;
script.error = $scriptError;
script.error.removeAllCargo.notDocked = inherit;
script.error.addPlanet.keyNotFound = inherit;
script.error.addPlanet.noPosition = inherit;
script.error.exception = inherit;
script.javaScript.load.success = no;
script.javaScript.load.failed = $scriptError;
script.javaScript.init.success = no;
script.javaScript.init.error = $error; // Fatal start-up error
script.javaScript.call.badSelector = $scriptError;
script.javaScript.error = $scriptError;
script.javaScript.exception = $scriptError;
script.javaScript.warning = $scriptError;
script.javaScript.badParameter = $scriptError;
script.javaScript.context.create = no;
script.load = no;
script.load.badName = $scriptError;
script.load.notFound = $scriptError;
script.load.parseOK = inherit;
script.load.unnamed = $scriptError;
script.load.exception = $error;
script.load.world.listAll = $troubleShootingDump; // List names and versions of all loaded world scripts at startup.
script.plist.run.badTarget = $error;
script.trace = no;
script.trace.runWorld = inherit;
script.trace.plist.run = inherit;
script.trace.javaScript.call = inherit; // Prints selector and parameter string on Player.call()
script.deprecated.scriptActionOnTarget = $scriptError; // Warning not to use scriptActionOnTarget:
script.unpermittedMethod = $scriptError;
sdl = no;
sdl.init.failed = $error;
sdl.init.audio.failed = $error;
searchPaths.dumpAll = $troubleShootingDump;
$shaderDebug = $shaderDebugOn;
$shaderError = $error;
shader.load.noShader = $error;
shader.uniform = $shaderDebug;
shader.uniform.set = inherit; // Successfully set a uniform.
shader.uniform.unSet = inherit; // A uniform went unset or was cleared (either because there was no matching uniform in the shader, or the new uniform could not be set up).
shader.uniform.badDescription = inherit; // A uniform specified in shipdata.plist could not be set up, because the configuration could not be understood.
shader.uniform.bind.failed = inherit; // Problem setting up uniform bound to an object property.
shader.uniform.unpermittedMethod = $shaderError;
shader.uniform.unknownType = $shaderError;
shader.vessel.init = $shaderDebug;
shader.compile.vertex.failure = $shaderError;
shader.compile.fragment.failure = $shaderError;
shader.link.failure = $shaderError;
ship.noPrimaryRole = no;
ship.escort = no;
ship.escort.accept = inherit;
ship.escort.reject = inherit;
shipData.load.shipyard.unknown = yes; // Warning for when shipyard.plist entries do not have matching shipdata.plist entry.
shipData.load.begin = yes;
shipData.load.done = no;
shipData.load.error = $error;
shipData.load.warning = $error;
shipData.translateSubentity = no;
shipRegistry.selection.profile = no;
sky.setup = no;
$soundError = $error;
$soundDebug = no;
$soundDebugVerbose = $soundDebug;
sound.channel.cleanup.success = $soundDebugVerbose;
sound.channel.cleanup.failed = $soundError;
sound.channel.cleanup.failed.broken = inherit;
sound.channel.cleanup.failed.badState = inherit;
sound.channel.machPortError = $soundError;
sound.customSounds = $soundDebug;
sound.customSounds.recursion = $soundError; // Circular dependency in customsounds.plist, e.g. [foo] = [bar], [bar] = [foo].
sound.initialization = $soundError;
sound.initialization.error = inherit;
sound.load.success = $soundDebug;
sound.load.failed = $soundError;
sound.mixer.outOfChannels = $soundError;
sound.mixer.inspector.loadFailed = $soundError;
sound.mixer.replacingBrokenChannel = $soundDebug;
sound.mixer.failedToConnectChannel = $soundError;
sound.play.success = $soundDebugVerbose;
sound.play.failed = $soundError;
sound.play.failed.badReuse = inherit;
sound.play.failed.setupFailed = inherit;
sound.play.failed.auError = inherit;
sound.render.undexpectedNull = $soundError;
sound.streaming.refill = $soundDebugVerbose;
sound.streaming.loop = $soundDebug;
sound.streaming.underflow = $soundError;
sound.virtualringbuffer = $soundError;
sound.streaming.releaseContext = $soundDebug;
sound.invalidBeep = $soundError;
strings.conversion = $scriptError; // Conversion of text to values (vectors, quaternions etc)
strings.conversion.vector = inherit;
strings.conversion.quaternion = inherit;
strings.conversion.vectorAndQuaternion = inherit;
strings.conversion.randomSeed = inherit;
sun.nova = no; // Debug messages for nova
$textureDebug = no;
texture.load.noName = $error;
texture.dealloc = $textureDebug;
texture.planet.generate = $textureDebug;
texture.upload = $textureDebug;
textureCache = $textureDebug;
textureLoader.asyncLoad = $textureDebug;
textureLoader.asyncLoad.done = inherit;
textureLoader.asyncLoad.exception = $error;
textureLoader.block = $textureDebug;
textureLoader.block.done = inherit;
textureLoader.detachThreads.failed = $error;
textureLoader.queueTask.inconsistency = $error;
textureLoader.unknownType = $error;
universe.populate = no; // “Populating a system with…” message when generating a star system
universe.populate.witchspace = inherit;
universe.setup.badStation = $scriptError; // Message generated if the main station turns out not to be a station (for instance, this could happen if a non-station ship had the role coriolis).
verifyOXP.verbose = yes;
/*** Mac OS X/Cocoa-specific ***/
growl.error = $error;
growl.debug = no;
iTunesIntegration.failed = $error;
}