Yep! You can now use more than one logfile with Chronos!
The multilog settings can be found on the basic settings page.
I suggest everyone who has downloaded Chronos go ahead and update from the downloads page.
Larks.
Announcement
Showing posts with label Multilog. Show all posts
Showing posts with label Multilog. Show all posts
Wednesday, 30 March 2011
Multiple Log Files Now Supported!
Labels:
Multilog,
New Features
Tuesday, 29 March 2011
Multiple Log Files
I've wrote the code to allow the use of multiple log files in Chronos. I'll be implementing it all into the existing program tomorrow and releasing a new build (providing all goes smoothly).
This means that if your game splits up log files into different files (for example combat and chat like Rift), or if you want to keep multiple log files active (for example if your game uses different logs for different characters like EQ2), you'll be able to do this.
The amount of log files you can have "active" at once is unlimited, but the files are at least accessed every log read interval (default of which is 10ms), so having a lot of log files may impact performance even if they're not being written to by your game. As far as I'm aware, you'd need a lot of active logs to even notice a difference.
The only thing I should add is that if you have multiple logs that are under actual heavy access from your game(s), the software will need to pull data from each one every log read interval, so if there's lots of data pouring into lots of logs, it's going to slow down the reaction times of the software as it loads big chunks of data to work on at once. Just something to keep an eye on.
However, if you have something like 2 or 3 active logs being written to at a time, which is the most likely scenario, it shouldn't cause an issue whatsoever.
Logfiles that get smaller (for example, if your game clears the logfile or archives its contents) and logfiles that disappear (for example, if your game removes your log file when you exit) shouldn't cause any issues and are taken care of as part of the code. Log files that no longer exist (like disappearing ones) will stay in your log list, but wont be accessed again until they do exist.
This means that if your game splits up log files into different files (for example combat and chat like Rift), or if you want to keep multiple log files active (for example if your game uses different logs for different characters like EQ2), you'll be able to do this.
The amount of log files you can have "active" at once is unlimited, but the files are at least accessed every log read interval (default of which is 10ms), so having a lot of log files may impact performance even if they're not being written to by your game. As far as I'm aware, you'd need a lot of active logs to even notice a difference.
The only thing I should add is that if you have multiple logs that are under actual heavy access from your game(s), the software will need to pull data from each one every log read interval, so if there's lots of data pouring into lots of logs, it's going to slow down the reaction times of the software as it loads big chunks of data to work on at once. Just something to keep an eye on.
However, if you have something like 2 or 3 active logs being written to at a time, which is the most likely scenario, it shouldn't cause an issue whatsoever.
Logfiles that get smaller (for example, if your game clears the logfile or archives its contents) and logfiles that disappear (for example, if your game removes your log file when you exit) shouldn't cause any issues and are taken care of as part of the code. Log files that no longer exist (like disappearing ones) will stay in your log list, but wont be accessed again until they do exist.
Subscribe to:
Posts (Atom)