Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Logger

Inherits: RefCounted < Object

Custom logger to receive messages from the internal error/warning stream.

Description

Custom logger to receive messages from the internal error/warning stream. Loggers are registered via OS.add_logger().

Methods

void

_log_error(function: String, file: String, line: int, code: String, rationale: String, editor_notify: bool, error_type: int, script_backtraces: Array[ScriptBacktrace]) virtual

void

_log_message(message: String, error: bool) virtual


Enumerations

enum ErrorType: 🔗

ErrorType ERROR_TYPE_ERROR = 0

The message received is an error.

ErrorType ERROR_TYPE_WARNING = 1

The message received is a warning.

ErrorType ERROR_TYPE_SCRIPT = 2

The message received is a script error.

ErrorType ERROR_TYPE_SHADER = 3

The message received is a shader error.


Method Descriptions

void _log_error(function: String, file: String, line: int, code: String, rationale: String, editor_notify: bool, error_type: int, script_backtraces: Array[ScriptBacktrace]) virtual 🔗

Called when an error is logged. The error provides the function, file, and line that it originated from, as well as either the code that generated the error or a rationale.

The type of error provided by error_type is described in the ErrorType enumeration.

Additionally, script_backtraces provides backtraces for each of the script languages. These will only contain stack frames in editor builds and debug builds by default. To enable them for release builds as well, you need to enable ProjectSettings.debug/settings/gdscript/always_track_call_stacks.

Warning: This method will be called from threads other than the main thread, possibly at the same time, so you will need to have some kind of thread-safety in your implementation of it, like a Mutex.

Note: script_backtraces will not contain any captured variables, due to its prohibitively high cost. To get those you will need to capture the backtraces yourself, from within the Logger virtual methods, using Engine.capture_script_backtraces().

Note: Logging errors from this method using functions like @GlobalScope.push_error() or @GlobalScope.push_warning() is not supported, as it could cause infinite recursion. These errors will only show up in the console output.


void _log_message(message: String, error: bool) virtual 🔗

Called when a message is logged. If error is true, then this message was meant to be sent to stderr.

Warning: This method will be called from threads other than the main thread, possibly at the same time, so you will need to have some kind of thread-safety in your implementation of it, like a Mutex.

Note: Logging another message from this method using functions like @GlobalScope.print() is not supported, as it could cause infinite recursion. These messages will only show up in the console output.


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