Logging
Last updated
Last updated
Console logs and errors from running your server-side code will appear in the section of the Planetary Processing website.
While your game is running with the latest deployed version, Planetary Processing will log any or print()
functions triggered by your server-side Lua code.
Logs will also be automatically created for any uncaught in the server-side code.
The full list of logs is the located in the section of the web panel. Log are contained in batches called . Entries and groups can be filtered by , , time period, and . You can also use a keyword, to search for specific .
The most recent log entry will appear at the bottom of the table. While a log group is still active, the entries can be refreshed by clicking the word 'refresh' below the table.
Messages contain any information sent to logs using print()
function. Where possible variables will be printed in a pretty format, for example printed entities will display their individual field values, space-separated, starting with their ID; X, Y, Z positions; Type; and Data table.
Most tables nested within other tables will only show their memory address rather than being prettified. Very large numbers will be displayed using scientific 'e' notation.
Any individual messages greater than 512B in length will have their message truncated.
Log groups are used to batch display logs from the same source together. The most recent log group will display at the top of the table. A log group will show the date and time of its first and last log . You can click on a log group's ID to view individual log .
Logs will display information about: the time they occurred; the and they occurred in; and the printed or itself.
Errors and their stack traces are displayed in the section of the web panel, in the same way as other entries.
Many errors will also be visible directly from the panel map. Chunks which are failing or contain erroring entities will be coloured red on the map. Clicking on these will show an information icon 🛈 with the error causing the failure.
A game has the potential to produce large quantities of log entries, since each can be printing or sending errors . If the game detects too many logs in the same second, it will display this message: