Messages & Logs
LGSM has a message/logging framework to avoid painful syntax into scripts.
Framework syntax is: fn_print_whatever "This is your message"
If you want to replace the line afterwards, then reuse fn_print_whatever
. If you want a new output on a new line, then use fn_print_whatever_nl
. "nl" stands for "new line".
On-Screen - Automated functions
[ .... ] | fn_print_dots | fn_print_dots_nl
[ OK ] | fn_print_ok | fn_print_ok_nl
[ FAIL ] | fn_print_fail | fn_print_fail_nl
[ ERROR ] | fn_print_error | fn_print_error_nl
[ WARN ] | fn_print_warn | fn_print_warn_nl
[ INFO ] | fn_print_info | fn_print_info_nl
On-Screen - Interactive messages
Print $gamename $commandaction and jump some lines | fn_print_header (used at the beginning of a command)
Complete! |fn_print_complete | fn_print_complete_nl
Failure! | fn_print_failure | fn_print_failure_nl
Error! | fn_print_error2 | fn_print_error2_nl
Warning! | fn_print_warning | fn_print_warning_nl
Information! | fn_print_information | fn_print_information_nl
On-Screen End of Line
OK| fn_print_ok_eol | fn_print_ok_eol_nl
FAIL | fn_print_fail_eol | fn_print_fail_eol_nl
WARN | fn_print_warn_eol | fn_print_warn_eol_nl
FAIL | fn_print_info_eol | fn_print_info_eol_nl
QUERYING | fn_print_querying_eol | fn_print_querying_eol_nl
CHECKING | fn_print_checking_eol | fn_print_checking_eol_nl
CANCELED | fn_print_canceled_eol | fn_print_canceled_eol_nl
REMOVED | fn_print_removed_eol | fn_print_removed_eol_nl
UPDATE | fn_print_update_eol | fn_print_update_eol_nl
Logging
Syntax: fn_script_log "Message goes here."
Output: ## Feb 28 14:56:58 ut99-server: Monitor: Message goes here.
Simple action log | fn_script_log
PASS (a successful test) | fn_script_log_pass
FATAL (an error has interrupted LGSM) | fn_script_log_fatal
ERROR | fn_script_log_error
WARN | fn_script_log_warn
INFO | fn_script_log_info
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