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2.1 KiB
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32 lines
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2.1 KiB
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<title>Log.warn — Ludic</title>
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<meta name="description" content="Log at the warn level (3) — something looks wrong.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-log.html">Log</a> <span>›</span> <span class="here">Log.warn</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Log.warn</h1>
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<code class="sig">Log.warn(msg, [key, value]...) -> void</code>
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<div class="desc"><p>Logs <code>msg</code> at the **warn** level (3) — something is wrong but the game recovered: a missing asset fell back to a placeholder, a value was clamped, a deprecated path was taken. It prints on stderr as <code>[WARN] msg</code> with any structured <code>key=value</code> fields, when the <a href="log-set_level"><code>Log.set_level</code></a> threshold is 3 or lower. Warnings are a good level to keep on in release builds so player bug reports capture them.</p></div>
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<div class="params"><h2>Parameters</h2><div class="param" id="param-msg"><code class="pname">msg</code><span class="pdesc">the message string</span></div></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Warn {
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entry {
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Log.warn("missing texture, using placeholder", "path", "rock.png")
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}
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}</pre></div>
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