List of all log messages

'''IMPORTANT: This list is NOT for end-users searching for a solution on a particular log message. If you need help on a particular log event, check the FAQ, use the forums or join on [ircs://irc.unrealircd.org:6697/unreal-support IRC]'''.

Below is a long list of all log messages that are generated in UnrealIRCd. This list is meant for UnrealIRCd coders &amp; JSON log consumers. It will tell you how the log message looks, what JSON data is included and where the message is generated in the source code. The list is autogenerated and updated daily to track latest git.

If you are not a programmer then this list will not really tell you much more than you already saw in the log message. In particular, the list below will NOT contain solutions for any problems.

The list is grouped by subsystem. For an explanation of severities, subsystems, etc. see Log sources.

How to use this list for debugging
This list is mostly meant for finding out JSON data (see next item), but C coders can also use it to debug problems or just in case they wonder where exactly in the source a particular log message is generated or for what reason. In that case, simply CTRL+F on this page to search on the event id (eg: ) to find all details of the logging call, including direct link to the source code.

How to use this list for JSON data
Say, you want to parse the JSON messages from UnrealIRCd logging. The format for this is documented at JSON logging but every event may contain additional objects. You can use this page to discover these.

For example, if you look at the connect subsystem at the 3rd item, the event  there you can see the unreal_log function call like this:

unreal_log(ULOG_INFO, "connect", "LOCAL_CLIENT_DISCONNECT", client,          "Client exiting: $client ($client.user.username@$client.hostname) [$client.ip] ($reason)",           log_data_string("extended_client_info", get_connect_extinfo(client)),           log_data_string("reason", comment),           log_data_integer("connected_time", connected_time));

Every unreal_log call has the following parameters:
 * 1) Severity, eg
 * 2) Subsystem, eg
 * 3) Event ID, eg
 * 4) Client, eg , or  . This will decide if the client object is included.
 * 5) Human readable string with $variables, in this example:
 * 6)   function calls for variables. All these variables are included in the JSON data and they can also be used in the human readable string.
 * : a string
 * : a single character (as a string)
 * : a number (an integer)
 * : a client object
 * : a channel object
 * : a socket_error object
 * : a tls_error object
 * : a link_block object (Link block)
 * : a tkl object (GLINE, Spamfilter, ..)

In the unreal_log example call for LOCAL_CLIENT_DISCONNECT we can see that there are 3  items being used, for:
 * : which comes from get_connect_extinfo
 * : which is the exit comment, such as the /QUIT reason.
 * : an integer describing how long the user was online