How to disable client-side logging?
-
not a dicky bird. ^^
-
freelancer.ini, play with these or comment them out:
[Error]
;EMAURER these four should remain as set.
log = $Window,65540 ; alert all asserts
log = $Window,-1,1 ; alert all errors (SEV_ERROR=1);EMAURER comment out lines below to vary the amount of output spew.
log = $Text, 65536, 5 ; 65536 means ‘don’t care’ about kind value.
; 5 refers to TRACE_LEVEL_5. means report all messages
; with severity of 5 or less. lower the number, more severe
; the message. WARNINGS are at level 2. reduce for less spew.;log = $Text, ‘I’ ; incoming packet transmission
;log = $Text, ‘O’ ; outgoing packet transmission
;log = $Text, ‘i’ ; instance creation related messages (mass, MOI, equip)
;log = $Text, ‘r’ ; significant attitude/reputation events (show results of AdjustAttitude calls)
;log = $Text, ‘a’ ; detailed info regarding loading/unloading of archetypes.
log = $Text, ‘c’ ; report server-side events sent to contollers
log = $Text, ‘m’ ; mission-generated messages
log = $Text, ‘s’ ; log second thread activity
;log = $Text, ‘f’ ; report file opens/closes
;log = $Text, ‘e’ ; explosion/fuse messages
log = $Text, ‘d’ ; damage messages
log = $Text, ‘A’ ; reload console command messages -
I think Foxunit disabled the logging you’re talking about for the FLAK mod. More details are found in this thread:http://www.memes.no/88flak/forum/viewtopic.php?t=1039 (scroll to the middle of the thread)
I think this is what you’re looking for, FK?
-
why in gods name do you even want to do that?
i cant seem to see a benefit doing thatThat log’s file size could get pretty massive depending on the frequency with which the errors get logged, not to mention the performance hit that Firekiss already mentioned.
-
foxUnit01 did this for Flak due to the way a certain version of the ENB series bloom shader works. I did this for Itano Circus as well.
From what I recall, JONG has it spot on. Open Freelancer.exe in a hex editor, search for FLSpew.txt, and replace it with zeroes. Then, you can use these freelancer.ini lines to debug and create a log for errors and stuff.
log = fl-client-errors.log, -1 ; alert all errors (SEV_ERROR=1) ;log = fl-client-errors.log, 0 ; alert no errors
-
Nope. It’s simply not supplying a filename to write to - in doing this, Freelancer has nowhere to send the file output stream. If logging is enabled, regardless of rather you’re using custom shaders or not, you’re wasting a ton of CPU time writing to disk, which is a terrible waste of resources.
I’d highly recommend getting rid of FLSpew logging - client-side logging can still be enabled through freelancer.ini, so if you ever need the client logs to track down a crash you can always turn them on there and then turn 'em back off later.
-
Just seen this topic, and I know it’s a few months out-of-date now. But I am hesistant to believe that simply replacing the filename with zeroes with a simple hex-edit is anywhere close to good enough. The .exe will still run the routine that is supposed to output these errors, although it just won’t output. But the processing time is surely still used regardless of whether anything gets dumped to disk or not. Wouldn’t it be better to trace to the function that deals with this an alter a compare and force a jump? I have a certain amount of experience with navigating assembly code, so perhaps I’ll take a look and find a cleaner solution to this. I will of course post up any finding for use as hex edit offsets
EDIT - Ok, so that didn’t take as long as I was expecting. Here is the offset you need to change and this will prevent the routine from even running that generates that log file and prevents a few other related bits too. This should save on a little processing overhead/lag (however great or small that may be):
Offset: 0x1B2819 Change: "74" to: "EB"
Done
-
tbh this is a dumb idea, how the hell does the client find out why he crashed while playing your mod.
Your better cleaning your mod rather than block the log, as every mod has errors in the code, even those that don’t list anything in the logs. Get rid of those and you won’t need to worry about the log taking away precious prossesing power, as without the errors you’ll have more spare prossesing power than you can shake a stick at.
-
I beg to differ. Like some of the guys already said, there are some things that always appear in the log, that can’t be helped. You do know we are talking about the flspew.txt log here, and not flserver’s error log right? Every time you start the game, a ton of notices get dumped in flspew, most of which aren’t even useful in any way whatsoever. Just FYI, so far I have a very clean mod indeed. There are virtually no errors, yet that file caught my attention, for being very lengthy and verbose. And also, like was suggested before, you can turn on error-logging in the freelancer.ini file if you really do need to some serious checking if you suspect a problem with the mod. And, 99% of ‘clients’ will not navigate into local settings\appdata\freelancer to check a hidden-away log. Most will not even attempt to rectify it, choosing to post for help instead. Cheers
-
Fair points guys. I just posted an offset that I think may be useful that’s all. I’ll not post further in this one