timestamps at infolog.txt

timestamps at infolog.txt

Requests for features in the spring code.

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

timestamps at infolog.txt

Post by TradeMark »

yeah please.

use microseconds too, so its more precise. and 24 hour clock to remove useless space for AM and PM crap.

For example:
[22:46:23:165485] Connecting to server .
where 165485 is microseconds. (165485 = 0.165485 seconds)

much better... might help in error finding too.. if it crashes immediately after some message, its probably the reason why it crashed. (this is where we need the microseconds, seconds arent enough).
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: timestamps at infolog.txt

Post by TradeMark »

pls? :cry:
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: timestamps at infolog.txt

Post by AF »

There's nothing stopping you writing a patch. Something like timestamps should be 1 or 2 lines maximum, no new code, just a few edits.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: timestamps at infolog.txt

Post by Auswaschbar »

Is relative time in miliseconds sufficient? E.g.

Code: Select all

[000124] Player2: says something
[000125] Spring has crashed
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TradeMark
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Re: timestamps at infolog.txt

Post by TradeMark »

i would prefer timestams in 24 hour clock + microseconds, so i can read the chat and know when they were said etc, without calculations.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: timestamps at infolog.txt

Post by FLOZi »

I see no need for timestamps tbh.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: timestamps at infolog.txt

Post by TradeMark »

it would be nice to see when the messages were sent, if you wanna know when something happened in the game, you could just read infolog.txt

i dont see a reason why this shouldnt be added, doesnt hurt anyone... just gives more precise info about the played game.

for example you can see how slow your machine is, when you stare the pathing timestamps. (and brag to others "lol it took me just 2.5 seconds!" :shock: )

anyways, i would like to know when the things happened in the game (without watching replay), as i already can see when people sent their messages in lobby chat...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: timestamps at infolog.txt

Post by Forboding Angel »

This would actually help with debugging, but I don't want timestamps. I want framestamps.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: timestamps at infolog.txt

Post by TradeMark »

Forboding Angel wrote:This would actually help with debugging, but I don't want timestamps. I want framestamps.
yeah thats good idea.

But timestamps would be nice too, for reading chat, maybe timestamps for chat only?

Like:

Code: Select all

0036863 [22:41:57] <TradeMark> lol
0036864 spring has crashed.
where the first number is frame number... and of course framestamps and timestamps should be padded like %07d (7 numbers supports 92.6 hours of playing?) and time as [H:i:s]
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AF
AI Developer
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Re: timestamps at infolog.txt

Post by AF »

You can thank kloot for his last commit which added this.
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TradeMark
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Re: timestamps at infolog.txt

Post by TradeMark »

so how does the infolog format look now?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: timestamps at infolog.txt

Post by TradeMark »

Can we have the microtimes already, theres no real use for the frames only, since pausing doesnt count frames, etc.
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