logging

Filter client logs to non-resimulated frames using Game.is_predicted_frame checks.

Updated Feb 7, 2026
One-click install
npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill logging-all-out-games
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: logging
Source: https://github.com/All-Out-Games/reusable-weapons-csl/tree/main/.claude/skills/logging
Command: npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill logging-all-out-games

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill reduces noisy client-side logs caused by frame resimulation, making debugging more efficient and less error-prone.

Core Features & Use Cases

  • Per-frame logging discipline: Log only on non-resimulated frames to avoid duplicated output.
  • Server-client log comparison: Use separate logs to diagnose gameplay discrepancies between server and client.
  • Frame-awareness guidance: Employ Game.is_predicted_frame() to determine when frames are resimulated and adjust logging accordingly.

Quick Start

Log client positions only on non-resimulated frames using a per-frame check.

Frequently Asked Questions about logging

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
Why are my client logs duplicated during frame resimulation?

Client logs duplicate during frame resimulation because the simulation replays frames, causing repeated log output. Filter messages using per-frame checks like Game.is_predicted_frame() to log only on non-resimulated frames.

How do I align client logs with server context for gameplay debugging?

Align client logs with server context by using separate logs to diagnose discrepancies, applying frame-awareness guidance to compare server and client outputs during client-server simulations.

What is the best way to filter noisy client-side logs in a client-server simulation?

Filter noisy client-side logs by enforcing per-frame logging discipline, checking Game.is_predicted_frame() to suppress output during resimulated frames and ensure safe operational logging.

Does this logging approach work without leaking sensitive data?

Yes, this logging approach works safely by using log-guarded instrumentation designed for controlled logging, ensuring safe operational output without leaking sensitive data during gameplay debugging.

When should I use per-frame logging checks in gameplay debugging?

Use per-frame logging checks in gameplay debugging when working with client-server simulations to avoid duplicated output from resimulation, logging client positions only on non-resimulated frames.

How do I start implementing log-guarded instrumentation for resimulated frames?

Implement log-guarded instrumentation by applying a per-frame check using Game.is_predicted_frame(), logging client positions only on non-resimulated frames to reduce noise and align server context.