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