환경설정
Sponge has some properties you can set on the command-line that can assist with debugging and other tasks. These properties provide useful information in the logs when submitting issues.
Usage
The properties are set on the command line in the server launch command using the -Dkey=value
syntax. For example,
the launch command may look like this: java -Dsponge.shouldFireAll=true -Dsponge.filter.debug=true -jar forge.jar
.
참고
The example above is a simple launch command. Your launch command can, and probably will, have other options.
Properties Available
Property |
설명 |
---|---|
sponge.debugBlockTransactions (boolean, default: false) |
Prints out a very verbose log entry for every block captured that is processed,
information about what |
sponge.debugcauseframes (boolean, default: false) |
Adds a StackTrace to each |
sponge.debugProxyChanges (boolean, default: false) |
Similar to the |
sponge.debugShouldFire (boolean, default: false) |
Logs changes to the |
sponge.filter.debug (boolean, default: false) |
Writes out classes that are generated by the filter generator to the
|
sponge.print_all_catalog_types (boolean, default: false) |
Prints out all Sponge provided |
sponge.shouldFireAll (boolean, default:false) |
Forces all boolean “performance” checks for common SpongeAPI events to be
forcibly created and fired, regardless whether there is a registered event
listener for the desired event (Sponge will normally not construct and throw a
|
sponge.world.migrate_old (boolean, default: true) |
World migration is disabled when this is set to false. The migration process is described in Sponge로 이전하기. |
timings.bypassMax (any value that exists) |
Allows for bypassing the max number of frames to send to the Aikar’s timing API. Setting this will not permit bypassing the limit unless the API is configured to permit it. |
경고
sponge.debugcauseframes has the potential to increase performance costs due to the stack trace creation for every frame in the duration of the game’s lifecycle.
sponge.debugProxyChanges has the same potential to increase performance costs in potentially intensive
environments due to exception creation for every potential Entity
/ TileEntity
/ Block
being ticked in
the game.