feat: logging structure improvements (#2037)

* feat: logging structure improvements

tested that logs are sorted by the folder argument and that the directories are created recursively.
tested that crash dumps follow the same exact name (+Crash_...name..._pid.log) so you can match the crash dump to the corresponding log file much easier

* Potential fix for pull request finding 'Use parsed cloneID when constructing the log folder'

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* const

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
David Markowitz
2026-09-26 19:35:58 -07:00
committed by GitHub
parent 129199e452
commit 6f3a8d502f
7 changed files with 47 additions and 22 deletions

View File

@@ -40,7 +40,9 @@ void HandlePacket(Packet* packet);
int main(int argc, char** argv) {
constexpr uint32_t authFramerate = mediumFramerate;
constexpr uint32_t authFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Auth");
const auto curTimeStr = std::to_string(time(nullptr));
const auto serviceName = "AuthServer_" + curTimeStr;
Diagnostics::SetProcessName(serviceName);
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
@@ -50,7 +52,7 @@ int main(int argc, char** argv) {
Game::config = new dConfig("authconfig.ini");
//Create all the objects we need to run our service:
Server::SetupLogger("AuthServer");
Server::SetupLogger(serviceName, "AuthServer");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
@@ -62,7 +64,7 @@ int main(int argc, char** argv) {
Database::Connect();
} catch (std::exception& ex) {
LOG("Got an error while connecting to the database: %s", ex.what());
Database::Destroy("AuthServer");
Database::Destroy(serviceName);
delete Game::server;
delete Game::logger;
return EXIT_FAILURE;
@@ -156,7 +158,7 @@ int main(int argc, char** argv) {
LOG("Exited Main Loop! (signal %d)", Game::lastSignal);
//Delete our objects here:
Database::Destroy("AuthServer");
Database::Destroy(serviceName);
delete Game::server;
delete Game::logger;
delete Game::config;

View File

@@ -47,7 +47,9 @@ void HandlePacket(Packet* packet);
int main(int argc, char** argv) {
constexpr uint32_t chatFramerate = mediumFramerate;
constexpr uint32_t chatFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Chat");
const auto curTimeStr = std::to_string(time(nullptr));
const auto serviceName = "ChatServer_" + curTimeStr;
Diagnostics::SetProcessName(serviceName);
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
@@ -57,7 +59,7 @@ int main(int argc, char** argv) {
Game::config = new dConfig("chatconfig.ini");
//Create all the objects we need to run our service:
Server::SetupLogger("ChatServer");
Server::SetupLogger(serviceName, "ChatServer");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
@@ -88,7 +90,7 @@ int main(int argc, char** argv) {
Database::Connect();
} catch (std::exception& ex) {
LOG("Got an error while connecting to the database: %s", ex.what());
Database::Destroy("ChatServer");
Database::Destroy(serviceName);
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
@@ -99,7 +101,7 @@ int main(int argc, char** argv) {
if (Game::config->GetValue("web_server_enabled") == "1" && !Game::web.Startup("localhost", web_server_port)) {
// if we want the web server and it fails to start, exit
LOG("Failed to start web server, shutting down.");
Database::Destroy("ChatServer");
Database::Destroy(serviceName);
delete Game::logger;
delete Game::config;
return EXIT_FAILURE;
@@ -200,7 +202,7 @@ int main(int argc, char** argv) {
Game::playerContainer.Shutdown();
TeamContainer::Shutdown();
//Delete our objects here:
Database::Destroy("ChatServer");
Database::Destroy(serviceName);
delete Game::server;
Game::server = nullptr;
delete Game::logger;

View File

@@ -82,7 +82,7 @@ struct bt_ctx {
};
static inline void Bt(struct backtrace_state* state) {
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
std::string fileName = Diagnostics::GetOutDirectory() + "Crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
LOG("backtrace is enabled, crash dump located at %s", fileName.c_str());
FILE* file = fopen(fileName.c_str(), "w+");
if (file != nullptr) {
@@ -98,7 +98,7 @@ static void ErrorCallback(void* data, const char* msg, int errnum) {
fprintf(stderr, "ERROR: %s (%d)", msg, errnum);
ctx->error = 1;
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
std::string fileName = Diagnostics::GetOutDirectory() + "Crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
FILE* file = fopen(fileName.c_str(), "w+");
if (file != nullptr) {
fprintf(file, "ERROR: %s (%d)", msg, errnum);
@@ -126,7 +126,7 @@ void CatchUnhandled(int sig) {
#ifndef INCLUDE_BACKTRACE
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
std::string fileName = Diagnostics::GetOutDirectory() + "Crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
LOG("Encountered signal %i, creating crash dump %s", sig, fileName.c_str());
if (Diagnostics::GetProduceMemoryDump()) {
GenerateDump();

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@@ -61,6 +61,10 @@ namespace Game {
std::mt19937 randomEngine;
} //namespace Game
namespace {
std::string g_ServiceName;
}
bool shutdownSequenceStarted = false;
int ShutdownSequence(int32_t signal = -1);
int32_t FinalizeShutdown(int32_t signal = -1);
@@ -80,7 +84,9 @@ int GenerateBCryptPassword(const std::string& password, const int workFactor, ch
int main(int argc, char** argv) {
constexpr uint32_t masterFramerate = mediumFramerate;
constexpr uint32_t masterFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Master");
const auto curTimeStr = std::to_string(time(nullptr));
g_ServiceName = "MasterServer_" + curTimeStr;
Diagnostics::SetProcessName(g_ServiceName);
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
@@ -96,7 +102,7 @@ int main(int argc, char** argv) {
Game::config = new dConfig("masterconfig.ini");
//Create all the objects we need to run our service:
Server::SetupLogger("MasterServer");
Server::SetupLogger(g_ServiceName, "MasterServer");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
@@ -914,7 +920,7 @@ int ShutdownSequence(int32_t signal) {
int32_t FinalizeShutdown(int32_t signal) {
//Delete our objects here:
Database::Destroy("MasterServer");
Database::Destroy(g_ServiceName);
if (Game::config) delete Game::config;
Game::config = nullptr;
if (Game::im) delete Game::im;

View File

@@ -5,17 +5,18 @@
#include "Logger.h"
#include "dConfig.h"
void Server::SetupLogger(const std::string_view serviceName) {
void Server::SetupLogger(const std::string_view serviceName, const std::string_view folder) {
if (Game::logger) {
LOG("A logger has already been setup, skipping.");
return;
}
const auto logsDir = BinaryPathFinder::GetBinaryDir() / "logs";
auto logsDir = BinaryPathFinder::GetBinaryDir() / "logs";
if (!folder.empty()) logsDir /= folder;
if (!std::filesystem::exists(logsDir)) std::filesystem::create_directories(logsDir);
std::string logPath = (logsDir / serviceName).string() + "_" + std::to_string(time(nullptr)) + ".log";
std::string logPath = (logsDir / serviceName).string() + ".log";
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG

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@@ -4,7 +4,8 @@
#include <string_view>
namespace Server {
void SetupLogger(const std::string_view serviceName);
// takes in an optional argument of folder should you want to place the logs in a sub-folder
void SetupLogger(const std::string_view serviceName, const std::string_view folder = "");
};
#endif //!__SERVER__H__

View File

@@ -99,6 +99,10 @@ namespace Game {
std::string projectVersion = PROJECT_VERSION;
} // namespace Game
namespace {
std::string g_ServiceName;
}
namespace {
struct TempSessionInfo {
SystemAddress sysAddr;
@@ -125,7 +129,10 @@ void HandleMasterPacket(Packet* packet);
void HandlePacket(Packet* packet);
int main(int argc, char** argv) {
Diagnostics::SetProcessName("World");
const auto curTimeStr = std::to_string(time(nullptr));
g_ServiceName = "WorldServer";
// Set this once here before we parse a bunch of options in case we crash early
Diagnostics::SetProcessName(g_ServiceName);
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
@@ -158,7 +165,13 @@ int main(int argc, char** argv) {
Game::config = new dConfig("worldconfig.ini");
//Create all the objects we need to run our service:
Server::SetupLogger("WorldServer_" + std::to_string(zoneID) + "_" + std::to_string(g_InstanceID));
const auto zoneStr = std::to_string(zoneID);
const auto cloneStr = std::to_string(cloneID);
const auto instanceStr = std::to_string(g_InstanceID);
g_ServiceName += "_" + zoneStr + "_" + cloneStr + "_" + instanceStr + "_" + curTimeStr;
// Here we re-set the process name since it'll have more info now
Diagnostics::SetProcessName(g_ServiceName);
Server::SetupLogger(g_ServiceName, "WorldServer/" + zoneStr + "/" + cloneStr + "/");
if (!Game::logger) return EXIT_FAILURE;
Game::config->LogSettings();
@@ -1586,7 +1599,7 @@ void FinalizeShutdown() {
//Delete our objects here:
dpWorld::Shutdown();
Database::Destroy("WorldServer");
Database::Destroy(g_ServiceName);
if (Game::chatFilter) delete Game::chatFilter;
Game::chatFilter = nullptr;
if (Game::zoneManager) delete Game::zoneManager;