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.