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32 changes: 32 additions & 0 deletions docs/platforms/godot/logs/index.mdx
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---
title: Set Up Logs
sidebar_title: Logs
description: "Structured logs allow you to send, view and query logs sent from your applications within Sentry."
sidebar_order: 5600
---

With Sentry Structured Logs, you can send text-based log information from your Godot Engine applications to Sentry. Once in Sentry, these logs can be viewed alongside relevant errors, searched by text-string, or searched using their individual attributes.

## Requirements

<PlatformContent includePath="logs/requirements" />

## Setup

<PlatformContent includePath="logs/setup" />

## Usage

<PlatformContent includePath="logs/usage" />

## Options

<PlatformContent includePath="logs/options" />

## Default Attributes

<PlatformContent includePath="logs/default-attributes" />

## Troubleshooting

<PlatformContent includePath="logs/troubleshooting" />
7 changes: 7 additions & 0 deletions platform-includes/logs/default-attributes/godot.mdx
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The Godot SDK automatically sets several default attributes on all log entries to provide context and improve debugging:

<Include name="logs/default-attributes/core" />

<Include name="logs/default-attributes/user-mobile" />

<Include name="logs/default-attributes/integration" />
22 changes: 22 additions & 0 deletions platform-includes/logs/options/godot.mdx
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### before_send_log

To filter logs, or update them before they are sent to Sentry, you can use the `before_send_log` option.

```GDScript
SentrySDK.init(func(options: SentryOptions) -> void:
options.experimental.enable_logs = true
options.experimental.before_send_log = _before_send_log
)

func _before_send_log(log_entry: SentryLog) -> SentryLog:
# Filter junk.
if log_entry.body == "Junk message":
return null
# Remove sensitive information from log messages.
log_entry.body = log_entry.body.replace("Bruno", "REDACTED")
# Add custom attributes.
log_entry.set_attribute("current_scene", current_scene.name)
return log_entry
```

The `before_send_log` function receives a `SentryLog` object, and should return either the same log object, with or without modifications, or `null` if you want to discard it.
1 change: 1 addition & 0 deletions platform-includes/logs/requirements/godot.mdx
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Logs for Godot Engine are supported in Sentry Godot SDK version `1.1.0` and above.
16 changes: 16 additions & 0 deletions platform-includes/logs/setup/godot.mdx
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To enable logging in your Godot project, you need to configure the Sentry SDK with Logs enabled.

### Project Settings Configuration

1. Open **Project Settings** in Godot, and navigate to **Sentry > Experimental**.
2. Turn on the **Enable Logs** option.

### Programmatic Configuration

Alternatively, you can enable logs programmatically when initializing the SDK:

```GDScript
SentrySDK.init(func(options: SentryOptions) -> void:
options.experimental.enable_logs = true
)
```
5 changes: 5 additions & 0 deletions platform-includes/logs/troubleshooting/godot.mdx
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### Performance Considerations

- Logs are sent asynchronously to avoid impacting game performance.
- Consider disabling debug level logs in production to avoid excessive log volume.
- `before_send_log` callback is executed synchronously, so keep processing lightweight.
22 changes: 22 additions & 0 deletions platform-includes/logs/usage/godot.mdx
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Once the feature is enabled on the SDK and the SDK is initialized, you can send logs using the `SentrySDK.logger` APIs.

The `SentrySDK.logger` exposes six methods that you can use to log messages at different log levels: `trace`, `debug`, `info`, `warn`, `error`, and `fatal`.

```GDScript
SentrySDK.logger.trace("Initialized inventory database")
SentrySDK.logger.debug("Player inventory updated")
SentrySDK.logger.info("Level loaded successfully")
SentrySDK.logger.warn("Item configuration not found")
SentrySDK.logger.error("Failed to save game state")
SentrySDK.logger.fatal("Inventory data corrupted")
```

<Alert level="info">

Support for log attributes and string interpolation will be added in future releases.

</Alert>

### Godot Logging Integration

When the feature is enabled, the SDK automatically captures Godot messages, warnings, and errors as logs. You can use `print()`, `push_warning()`, and `push_error()` as usual. These show up as `info`, `warning`, and `error` logs. The SDK also turns runtime errors and warnings into events based on your configuration.
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