Log Service - What script is it coming from

Hey developers! I am having 2 Main issues, That I’m not sure how to Solve. Basically I am recording errors in the Output with LogService . The issue is 2 things.

Firstly, I want to know if an Error is from the Server, or the client… Currently, if you run something like LogService:GetLogHistory() It turns both Server and client errors! Can I know if an error is server or the client.

Lastly, if possible, I want to know, if any, what script is mentioned within the error. Sometimes there are no associated script which is ok, but if there is, I want to figure out where its coming from!

Any help is much appreciated!

Is this for debugging purposes, because if so you can just click on the error log.

Close, but not excatly, but its like that. I am making a bug report system with my game testers and so in the report, It mentions some likely errors / warnings that could’ve casued the issue within their report. Which is would be nice to know, where its coming from automaticly, and if its server / client. This would also been a report from the roblox appilication, and therefore only get the developer console.

It seems like LogService isn’t a really heavily updated or used service. Might be easier to just use Roblox’s in-built error logging system. You can find it on the Creator Dashboard.

Below you can see a page that shows all of one of my game’s errors and warnings created in the last hour.


Also @TheMrShowerMan hiiiiiiiiiii long time no see you should play my newest game

While yes, this does work kinda. It doesn’t quite fit the needs in my case. I am making a bug report type system and basically once one of the people trying out my game finds a bug it brings up possible errors and warnings right there. Then once the report is complete → It sends me & Other developers the information in an external platform outside of roblox. The Testers are testing Content outside of everyone else, therefore they are likely to be outbeat by the public, and not make the top 50. Mainly for me its just a convience issue, and its nice to have the warning already there, as I can confirm that the warning was from that game test session Vs other game sessions

TLDR;
So While yes that does work, and is one of the things I look for and improve on, Its not as convient as the system I am making now and there as some smaller issues with it.

Okay. Why can’t you just call LogService from the Server and the Client separately? Like call LogService twice, once from a normal script and one from a localscript?

Because This happens:

image


Server Script:

warn("This is a Server Warning")

task.wait(7)

for i, v in game:GetService("LogService"):GetLogHistory() do 
	if v["messageType"] == Enum.MessageType.MessageWarning then
		print(v["message"])
	end

end

Client Script:

warn("This is a client Warning")

task.wait(7)

for i, v in game:GetService("LogService"):GetLogHistory() do 
	if v["messageType"] == Enum.MessageType.MessageWarning then
		print(v["message"])
	end

end

LogService doesn’t follow the Server / Client boundary, like Normally expected, and Instead Server and the client has Server and Client Warnings / Errors etc…

I see, My bad.

That’s because you’re testing it in normal play mode where the outputs are shared. I tested it in a local server and got expected results:

Client:


image

Server:


1 Like

Ah ok I see. Interesting behavior thanks!

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.