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utils: improve logging #30

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mistafunk opened this issue Apr 25, 2016 · 4 comments · Fixed by #155
Closed

utils: improve logging #30

mistafunk opened this issue Apr 25, 2016 · 4 comments · Fixed by #155

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@mistafunk
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currently, the sop uses global logging levels (fatal, error, warn, info, debug) inherited from CE SDK. this is problematic for large scenes where some rpks emit a lot of cga warnings/errors -> log flood & huge slowdown!

this needs a proper spec, i.e.

  • CGA errors / asset issues should be collected separately and be inspectable (cf CE problems view)
  • each initial shape should have a logging control to debug [confirm this, is this a good idea?]
@mistafunk mistafunk added this to the v1.0 (private beta) milestone Apr 25, 2016
@MattB3D
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MattB3D commented Apr 26, 2016

can you first make a list of all types of errors?
e.g. CGA, SDK, Houdini C++, Houdini Python, ..

also, instead of putting all in one console, is following possible?

  • multiple consoles?
  • log files?

@mistafunk mistafunk modified the milestones: v0.9 (private beta), v1.0, v0.8 (internal alpha) Dec 23, 2016
@mistafunk mistafunk modified the milestones: v0.8 (internal alpha), v0.9 (private beta) Nov 26, 2017
@mistafunk mistafunk changed the title [spec needed] improve logging utils: improve logging Nov 27, 2017
@mistafunk mistafunk removed this from the v0.9 (private beta) milestone Nov 27, 2017
@mistafunk mistafunk added this to the v1.8.0 milestone Jun 14, 2020
@mistafunk
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  • we should have log level (including turn off logging) per generate node.
  • all nodes should log into the same file prefixed with the generate node name.

@mistafunk
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default log level per generate node = error

@mistafunk
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implemented & merged basic feature (no writing to log files yet)

mistafunk added a commit that referenced this issue Aug 23, 2020
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