Open 3D Engine AzFramework API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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#include <LogFile.h>
Public Types | |
enum | SeverityLevel { SEV_DEBUG , SEV_NORMAL , SEV_WARNING , SEV_ERROR , SEV_ASSERT , SEV_EXCEPTION } |
Public Member Functions | |
LogFile (const char *baseDirectory, const char *fileName, AZ::u64 rollverLength, bool forceOverwriteFile=false) | |
initialize it this way in order to place files in that folder with additional files being rolled over into every rolloverLength bytes. | |
LogFile (const char *absolutePath, bool forceOverwriteFile=false) | |
You can also initialize it as an absolute path, in which case it will not perform rollovers or path changes. | |
void | AppendLog (SeverityLevel severity, const char *category, const char *datasource) |
void | AppendLog (SeverityLevel severity, const char *dataSource) |
void | AppendLog (SeverityLevel severity, const char *dataSource, int dataLength, const char *category=NULL, int categoryLen=0, uintptr_t threadId=0, AZ::u64 time=0) |
void | FlushLog () |
Only call FlushLog in cases of emergencies such as access violation termination. Do not call it after appending. | |
void | SetMachineReadable (bool newMode) |
LogFile This class stores information related to the log file and is responsible for writing logs
void AzFramework::LogFile::SetMachineReadable | ( | bool | newMode | ) |
If you flip the log file into Machine Readable = false, it will no longer delimit, and it will format it for human eyes instead This makes it much slower or ambiguous to parse with machines, but may be easier for humans to read. This is set to true by default, because the recommended way to peruse logs is to use a log viewer.