HeroEngine Forums

HeroEngine Support => Scripting & Programming => Topic started by: Tarra2012 on Feb 01, 14, 01:05:31 PM

Title: Where to find physic server logfiles?
Post by: Tarra2012 on Feb 01, 14, 01:05:31 PM
Where can i find debugging info or logfiles for the physics server?

Code: [Select]
   safepath2 as String="\ScriptData\ZEO_PhysicsLog_"+SYSTEM.TIME.NOW

   if PhysicsCoreDump(safepath2) == true
     println("saved debug log")
   .

This Code returns a true, but:
The RepositoryBrowser doesnt show a logfile at the desired location. (Serverside)
Anyone ideas where to find the logfile?

Title: Re: Where to find physic server logfiles?
Post by: Tarra2012 on Feb 03, 14, 02:54:00 PM
Anyone ever seen a physic server logfile?
Title: Re: Where to find physic server logfiles?
Post by: HE-Cooper on Feb 03, 14, 03:15:21 PM
I don't think you can save log files to the server in the cloud. I haven't spent any time with it, but can you save the log files locally to your machine?
Title: Re: Where to find physic server logfiles?
Post by: Tarra2012 on Feb 03, 14, 03:22:10 PM
I am irritated. "ServerSide" Logfile saving to client repository?

PhysicsCoreDump() is a serverside function.
On a Client a different logfile would be created (at least i suppose, as the clientside physics <> serverside physics).
Title: Re: Where to find physic server logfiles?
Post by: HE-Cooper on Feb 03, 14, 03:36:43 PM
I think you misunderstand me. Where you save an xml file has nothing to do with what process generated the xml file. I can't guarantee any of it works in the cloud, as there are some restrictions in place, but there would be no reason to save log files anywhere but locally.
Title: Re: Where to find physic server logfiles?
Post by: Tarra2012 on Feb 03, 14, 03:45:57 PM
How would the savepath look like to "reference" a clientside directory in HE?
I never tried anything like that or ever have seen this.


   savepath as String="\ScriptData\ZEO_PhysicsLog_"+SYSTEM.TIME.NOW

   if PhysicsCoreDump(savepath) == true
     println("saved debug log")
   .


*Maybe we misunderstand each other. I still assume that the "serverside" physic process logs to a standard server logfile. 

1) My 1st thought is, i can access this file by using the repository browser.
   I failed. I dont find it anywhere.

2) My 2nd thought is, i use the function "PhysicsCoreDump" to dump the log to a "user specified" location.
   I failed. As all PhysicFunction return a true, yet i cant find my specified file.

Now you came with a very interesting approach, to redirect the PhysicsCoreDump to a "networked" clientside location. Something i would say that is rater untypically, but not impossible.


Title: Re: Where to find physic server logfiles?
Post by: Tarra2012 on Feb 08, 14, 07:27:41 PM
Hm, so there is no way we can access any physics server logs/output?
Even though the Function "PhysicsCoreDump()" supposes this?


Title: Re: Where to find physic server logfiles?
Post by: HE-HERB on Feb 08, 14, 07:56:35 PM
PhysicsCoreDump doesn't output any data that would be useful for a developer using HeroBlade.  It's a function that is used by an engineer working on the physics server to log out the internal state.


What problem are you trying to solve that lead you to looking at physics logging?
Title: Re: Where to find physic server logfiles?
Post by: Tarra2012 on Feb 09, 14, 09:39:02 AM
Trying to understand

 - what "Physic Actor" Properties do really exist Serverside and where i can find information about them
   and the state of the physic scene. More explicitly, if i have a "physics_character_id_out references ID"
   where can i find debugging info about it? (its not a gom node, its a ID running upwards from 1)

 - why Functions like CreatePhysicsBoxCharacter() / MovePhysicsCharacter() always return true
    but nowhere any evidance, that something has been created or moved exists.
    nowhere debugging possibilities to be found. (Code Example below)

 - how to create a PhysicBox/Capsule that is used for NPC/PC
       but i like to use it for a box. So that i can use "Collision detection + base Sweeping Tests".

Code: [Select]
acct as NodeRef of Class E_playerAccount = SYSTEM.REMOTE.CLIENT
pc as NodeRef of Class E_playerCharacter = acct.GetMyChar()
phys_id as ID
pos as Vector3 = pc.GetPosition()

//We need a requester Node, simply take the selected "clicked" target
ctarget = MiscUtils:ClientToServerNode( acct.GetClickTarget() )
myid as ID = ctarget

//Specify class that handles callbacks from physic operation
glomclass("EO_Physic_Node",myid)

//Extents - ? no idea what the input means
newvec as Vector3
newvec.x=1
newvec.y=1
newvec.z=1

//FYI: How the Method is described in _external
//CreatePhysicsBoxCharacter( requestingNode as NodeRef, physics_character_id_out references ID, extents as Vector3, slopeLimit as Float, skinWidth as Float, position as Vector3, gravity as Float ) as Boolean

if CreatePhysicsBoxCharacter( myid, phys_id, newvec, 2.0, 1.4, pos, 1.0 ) == true
   $CHAT.ChatPlayer( acct, "","Physic Created box: "+phys_id)
.

if MovePhysicsCharacter( ctarget, phys_id, pos ) == true
  $CHAT.ChatPlayer( acct, "","Physic Box moved: "+phys_id)
.


Output when Executed:
Physic Created box: 1
Physic Box moved: 1

[hsl_debug] 9223372056307022385,4: SCRIPT[EO_Physic_NodeClassMethods]: physchar created:9223372073882021740 a:1 b:true

[hsl_debug] 9223372056307022385,4: SCRIPT[EO_Physic_NodeClassMethods]: physchar moved:9223372073882021740 a:1 b:(0,0,0)


 
   
Title: Re: Where to find physic server logfiles?
Post by: Tarra2012 on Feb 16, 14, 10:55:41 AM
Is any HE member analyzing for an answer?
Or shall i better leave my hands off those functions CreatePhysicsBoxCharacter() / MovePhysicsCharacter()?