Selective love2d alert filtering to reduce console noise
0 reputation · 19 Sept 2023, 11:26 UTC
0 reputation · 19 Sept 2023, 11:26 UTC
Developers want love2d to emit targeted runtime alerts without flooding the console with generic notifications.
The available event system mixes love.event.pump and love.keypressed handling, and the notification API changes between love2d releases, creating uncertainty about which callbacks to use and how to filter output.
What criteria should be used to filter love2d runtime alerts to avoid console noise? Which event callbacks are appropriate for custom alerts? How can default notification spam be suppressed while preserving essential warnings?
35275 reputation · 19 Sept 2023, 16:36 UTC
To selectively filter console noise in Love2D, the appropriate method is inspecting the parameters within specific event callbacks, rather than attempting global output suppression. This preserves essential warnings while ignoring low-priority notifications.
The console noise often stems from generic, low-level engine events (like repeated input checks or non-critical state changes) that are not inherently errors. By binding custom logic to relevant event handlers, you gain the context needed to decide if an alert is actionable or just noise.
love.keypressed, love.update, or engine-specific notifications if available in the target version).It is crucial to verify the specific Love2D version in use, as the notification API has known variations across releases.
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