-
Notifications
You must be signed in to change notification settings - Fork 0
Discord Bot Instrumented Logging Framework
Source-verified 2026-06-21 against master 0139a346. Paths relative to the repo root (root here:
DiscordBot/). Arma 2 OA 1.64.
The Discord status bot (DiscordBot/) ships a small self-contained instrumentation subsystem under DiscordBot/src/LoggingSystem/ whose purpose is to make variable reads and writes trace themselves. Instead of a developer hand-writing a Log.WriteLine(...) call on every assignment, a field is wrapped in a generic "log variable" type (logVar<T> and friends); the wrapper's GetValue/SetValue methods automatically emit a log line tagged with the exact caller source file, method name and line number via C# caller-info attributes. The existing operator reference (Discord-Status-Bot-Setup-And-Reference section 12) documents the log sinks (console / .logs/ files / Discord channel) and the LogLevel enum table, but does not document these wrapper classes or the auto-tracing mechanism. This page fills that gap.
This is a C#/.NET tooling artifact (the out-of-game status bot), not runtime mission SQF. The framework is generic and library-style: most of the wrapper types are present in the tree but unused by the live bot (see Live Footprint below).
Each wrapper is a [DataContract] type holding a [DataMember] private backing field, exposing GetValue/SetValue accessors that log on every access, plus a GetParameter() string-projection used for serialization/display. Collection wrappers also add an Add() accessor.
| Class | File:line | Backing field | Accessors that log | Notes |
|---|---|---|---|---|
logVar<T> |
logVar.cs:5 |
T? _value (:7) |
GetValue → GET_VERBOSE (:26-34), SetValue → SET_VERBOSE (:36-44) |
The base wrapper. GetParameter() returns _value?.ToString() ?? "[null]" (:46-49). |
logString |
logString.cs:7 |
string? _value (:9) |
GetValue → GET_VERBOSE (:23-30), SetValue → SET_VERBOSE (:32-39) |
The value-arg ctor logs a "Creating logString" line at SET_VERBOSE (:14). |
logEnum<T> |
logEnum.cs:6 |
T? _value where T : struct, Enum (:9) |
GetValue → GET_VERBOSE (:22-30), SetValue → SET_VERBOSE (:32-40) |
Value ctor logs "Creating logEnum" at SET_VERBOSE (:18). |
logConcurrentBag<T> |
logConcurrentBag.cs:9 |
ConcurrentBag<T> _values (:11) |
GetValue/SetValue → GET_VERBOSE (:52-73), Add → ADD_VERBOSE (:75-84) |
IEnumerable<T>. GetParameter() (:20-49) stringifies members, recursing into logVar<T> elements. |
logConcurrentDictionary<TKey,TValue> |
logConcurrentDictionary.cs:8 |
ConcurrentDictionary<TKey,TValue> _values (:10) |
GetValue → GET_VERBOSE (:56-65), SetValue → SET_VERBOSE (:67-77), Add → ADD_VERBOSE (:79-91) |
IEnumerable<KeyValuePair<>>. Add uses TryAdd (:90). |
Every accessor declares three optional parameters decorated with compiler-info attributes; the compiler fills them at each call site, so the wrapper learns where it was touched without the caller passing anything. From logVar.cs:26-44:
public T GetValue(
[CallerFilePath] string _filePath = "",
[CallerMemberName] string _memberName = "",
[CallerLineNumber] int _lineNumber = 0)
{
Log.WriteLine("Getting " + _value?.GetType() + " " + _memberName + ": " +
_value, LogLevel.GET_VERBOSE, _filePath, "", _lineNumber);
return _value;
}The [CallerFilePath]/[CallerMemberName]/[CallerLineNumber] triple (System.Runtime.CompilerServices, imported at logVar.cs:1) is the mechanism behind the whole framework: a read or write of a wrapped field produces a Getting … / Setting … log line stamped with the consumer's file, method and line — not the wrapper's own. Reads log at GET_VERBOSE, writes at SET_VERBOSE, and collection inserts at ADD_VERBOSE (see the level table below).
The wrappers funnel into one static sink. Log.WriteLine (Log.cs:8-41) carries the same caller-info triple, with defaults, so the wrapper forwards its already-captured _filePath/_lineNumber straight through (passing "" for the member-name slot, since the wrapper supplies the member text inside the message string).
| Concern | Behaviour | Source |
|---|---|---|
| Default level |
LogLevel.VERBOSE when no level passed |
Log.cs:10 |
| Timestamp |
dd.MM.yyyy date + hh:mm:ss.fff time, CultureInfo.CurrentCulture
|
Log.cs:15-18 |
| Thread tag | {Thread: <ManagedThreadId>} |
Log.cs:25 |
| Line format | <date> <time> {Thread: N} - [LOG | <LEVEL>] <dashpad> <scriptfile>: <member>(), line N: <message> |
Log.cs:25-28 |
| Caller script |
Path.GetFileName(_filePath) (basename only) |
Log.cs:22 |
| File fan-out | writes the per-level file and EVERYTHING (both .log) |
Log.cs:32, :61-65
|
| Console | colour-coded via Pastel per level (GetColorCode) |
Log.cs:30,34,43-59 |
| Discord channel gate | sends to #log only if _logLevel <= LoggingParameters.BotLogDiscordChannelLevel
|
Log.cs:37-40 |
The dash-padding token between [LOG | LEVEL] and the script name comes from LogLevelNormalization.logLevelNormalizationStrings[_logLevel] (Log.cs:26) — see below.
WriteToFileLogFile (Log.cs:61-65) writes two files per call: <LEVEL>.log (e.g. GET_VERBOSE.log) and EVERYTHING.log. Both go under FileConfiguration.LogsPath, which is the exe-relative ".logs/" (FileConfiguration.cs:4). FileManager.CheckIfDirectoryExistsAndAppendToTheFile (FileManager.cs:21-34) creates .logs/ on demand, prepends a newline, and appends via FileManager.AppendText, which opens the file FileMode.Append, FileAccess.Write, FileShare.Write (FileManager.cs:6-19).
Note the exe-relative
.logs/here is distinct from the in-batch Extension DLL's logging subsystem, which writes to an absoluteC:\a2waspwarfare\Logs\and uses a different 10-level enum with aCRITICALlevel. See GLOBALGAMESTATS Extension Reference. They are two separate logging stacks, not one shared system.
The bot's enum has 9 values, ERROR=0 most severe (LogLevel.cs:1-12). The four high-frequency *_VERBOSE levels are exactly the ones the instrumented wrappers emit at, which is why they exist:
| Value | Constant | Emitted by | Console colour |
|---|---|---|---|
| 0 | ERROR |
fatal/unrecoverable | Red (Log.cs:47) |
| 1 | WARNING |
unexpected but survivable | Orange (Log.cs:48) |
| 2 | IMPORTANT |
key lifecycle | Gold (Log.cs:49) |
| 3 | SERIALIZATION |
DB serialize/deserialize | Blue (Log.cs:50) |
| 4 | DEBUG |
detailed step tracing | Green (Log.cs:51) |
| 5 | ADD_VERBOSE |
collection Add() (logConcurrentBag/Dictionary) |
DarkBlue (Log.cs:52) |
| 6 | SET_VERBOSE |
wrapper SetValue() / value ctors |
DarkTeal (Log.cs:53) |
| 7 | GET_VERBOSE |
wrapper GetValue()
|
Teal (Log.cs:54) |
| 8 | VERBOSE |
Log.WriteLine default |
Purple (Log.cs:55) |
Because the *_VERBOSE levels are numerically the largest and the Discord gate is _logLevel <= BotLogDiscordChannelLevel (default WARNING = 1, LoggingParameters.cs:4), instrumented-variable traces are never forwarded to the Discord channel — they only reach the console and the .logs/ files. That gate is the practical reason the variable-tracing noise stays out of the #log channel.
To keep log columns aligned regardless of level-name width, LogLevelNormalization precomputes a dash string per level: for each LogLevel it emits highestCount - name.Length dashes, with highestCount = 13 (LogLevelNormalization.cs:4,8-23). The table is built once by InitLogLevelNormalizationStrings() at startup (called from ProgramRuntime.cs:11, per Discord-Status-Bot-Setup-And-Reference section 5). Log.WriteLine then indexes it (Log.cs:26). The width-13 constant carries a // Could automate this, maybe unnecessary note (LogLevelNormalization.cs:3) — it is hand-tuned to the longest level name (SERIALIZATION, 13 chars).
Two static LogLevel thresholds, both defaulting to WARNING (LoggingParameters.cs:1-9):
| Field | Default | Effect | Source |
|---|---|---|---|
BotLogDiscordChannelLevel |
WARNING (1) |
a line is sent to the #log channel only if its level <= this |
LoggingParameters.cs:4, gate at Log.cs:37
|
BotLogWarnAdminsLevel |
WARNING (1) |
a line at or below this prepends an admin ping in the channel message |
LoggingParameters.cs:8, used at BotMessageLogging.cs:13-16
|
The channel send itself is BotMessageLogging.SendLogMessage (BotLoggingFeatures/BotMessageLogging.cs:8-39): it wraps the message in a Discord code fence, pings the hardcoded user 111788167195033600 for warn-level lines (:15), and only actually sends when BotReference.Instance.ConnectionState is true and loggingChannelId != 0 (:21,26). loggingChannelId defaults to 0 (:5) and has no preferences.json setter, so the channel sink is inert unless set in code — the same caveat the operator reference records in section 12.
This is important for anyone reading the tree: only logVar<bool> is actually wired into the running bot. A repo-wide grep for new logVar/logString/logEnum/logConcurrentBag/logConcurrentDictionary finds a single live instantiation:
| Consumer | Source | Detail |
|---|---|---|
BotReference.connectionState |
BotReference.cs:17 |
private logVar<bool> connectionState = new logVar<bool>();, surfaced through the ConnectionState property (BotReference.cs:7-11) whose getter/setter call connectionState.GetValue() / .SetValue(value). |
So in practice the bot's connection-state flag is the one variable that traces its own reads/writes (each access emits a GET_VERBOSE/SET_VERBOSE line with the touching method's file and line). logString, logEnum<T>, logConcurrentBag<T> and logConcurrentDictionary<TKey,TValue> are present and compiled but have no consumers in DiscordBot/ — they are shared-style scaffolding (the cross-recursion in logConcurrentBag.GetParameter at :40 and logConcurrentDictionary.GetParameter at :35,44 expects nested logVar<T> elements that the bot never constructs). Treat them as a generic library carried alongside the bot, not as active instrumentation.
-
Discord Status Bot Setup And Reference — operator reference whose section 12 documents the log sinks and
LogLeveltable this framework feeds -
GLOBALGAMESTATS Extension Reference — the separate Extension-DLL logging stack (
C:\a2waspwarfare\Logs\, distinct enum) -
Tools And Build Workflow — how to build
DiscordBotand the other C# tools from source - Integration Trust Boundary Audit — bot/extension/database trust boundaries and the JSON deserialization surface
- External Integrations — full security/trust-boundary analysis of the bot and extension pipeline
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index