Log Display bug(?)

Old bugs stored here for reference.
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John Adams
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Log Display bug(?)

Post by John Adams » Sat Aug 27, 2011 5:45 pm

Maybe not a bug, first time I have ever seen this (and believe me, I have stared at console logging longer than I care to admit). Note in this screen grab, the colorization of the log entries seem to stampede over each other?
log_confused.jpg

While the text output itself is clean (no color, of course:

Code: Select all

17:37:05 I Spawn: Loaded for zone 'GMHall' (1):
	1 NPC(s), 0 Object(s), 0 Widget(s)
	0 Sign(s), 0 Ground Spawn(s), 0 Spawn Group(s)
	0 Spawn Group Association(s), 0 Spawn Group Chance(s)
17:37:05 D Net: AddAuth: 1 Key: 1314491825
17:37:05 E LUA: Error loading cannot open ZoneScripts/GHall.lua: No such file or directory (file name: 'ZoneScripts/GHall.lua')
17:37:05 E LUA: Error LUA Zone Script 'ZoneScripts/GHall.lua'
17:37:05 D Opcode: Opcode 003A (58): OP_ReadyToZoneMsg
17:37:05 I World: OP_ReadyToZone: Player Admin zoning to GMHall
17:37:05 I Zone: Scheduling client 'Admin' for removal.
17:37:05 D Player: Toggling Character OFFLINE!

Question is: is this because multiple threads are trying to log at the exact same millisecond, possibly? Like I said, I have not seen this before -- but considering the garbage output I was getting with the TRACE logging, I thought I'd finally ask opinions.

SCAT!!!
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Scatman
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Re: Log Display bug(?)

Post by Scatman » Wed Aug 31, 2011 6:38 pm

Yeah since with trace logging there would be so much output, two threads could be battling for run time and stop at the perfect (unperfect) time. We could add locks to the log if you want?

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Re: Log Display bug(?)

Post by John Adams » Thu Sep 01, 2011 9:51 am

If you don't think it'll be a performance hit, more than regular logging is, maybe we should implement that. The more logging we add, the more likelihood of overwriting threads, I suppose?

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