Module logs

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Contains modules for working with journal log files providing readers for individual files or all files at once. Elite Dangerous create journal log files which contain information about various events that happen in the game. This module provides models and readers for working with these files.

  • LogDir represents the directory which includes all the journal files for the player. It can be used get specific journal log files.
  • LogFile is used to create readers with which can then be used to read the contents of the target file.
  • The LogEvent struct is a single entry in a log file and is what is emitted by the different kinds of readers.
  • The LogEventContent is the actual content of the entry and is a large enum containing all the different types of events that are logged.
  • The blocking module provides readers which block the current thread and requires you to manually manage threads, especially when using the ‘live’ readers.
  • The asynchronous module contains the readers for when you’re working in an asynchronous environment like for example when using tokio.

Using these models, you can read the contents of the journal log files. Note however that this is lossy, meaning that it is possible to deserialize the contents of a log file, but it is not possible to serialize the resulting entry back to the same log entry. It is possible to serialize the contents using serde, but this will have a different shape than how it was originally formatted on the log file.

Modules§

afmu_repairs_event
Fired whenever the player uses an AFMU to repair another module in their ship.
applied_to_squadron_event
Fired when the player applies to a squadron.
approach_body_event
Fired whenever the player approaches a body.
approach_settlement_event
Fired when the player approaches a planetary settlement.
asteroid_cracked_event
Fired whenever the player cracks open an asteroid.
asynchronousasynchronous
Contains readers for when working in an asynchronous environment like Tokio.
backpack_change_event
Fired when there is a change in the player’s (odyssey) backpack.
backpack_event
Fired when the backpack.json file is updated.
blocking
Contains readers for when working in a synchronous environment like a manually spawned thread.
book_dropship_event
Fired when the player books a drop-ship at Frontline Solutions.
book_taxi_event
Fired when the player books a taxi at Apex Interstellar Transport.
bounty_event
Fired when the player takes on a bounty.
buy_ammo_event
Fired when the player buys ammo at a station.
buy_drones_event
Fired when the player buys limpets at a station.
buy_exploration_data_event
Fired when the player buys exploration data for a system.
buy_micro_resource_event
Fired when performing a trade with Odyssey bartenders.
buy_suit_event
Fired when the player buys a new Odyssey suit.
buy_trade_data_event
Fired when the player buys trading data for a specific system.
buy_weapon_event
Fired when the player buys an (Odyssey) weapon.
cancel_dropship_event
Fired when the player cancels a dropship.
cancel_taxi_event
Fired when the player cancels a taxi.
cap_ship_bond_event
cargo_depot_event
Fired when the player delivers or collects commodities for a given mission.
cargo_event
Fired when the player collected a commodity.
cargo_transfer_event
Fired when the player confirms transfers between their ship, SRV or fleet carrier.
carrier_bank_transfer_event
Fired when the player transfers credits either to or from their fleet carrier.
carrier_buy_event
Fired when the player buys a new fleet carrier.
carrier_cancel_decommission_event
Fired when the player cancels their fleet carrier decommission.
carrier_crew_services_event
Fired when changes were made to a fleet carrier service.
carrier_decommision_event
Fired when the player schedules their carrier for decommission.
carrier_deposit_fuel_event
Fired when the player deposits tritium to the given carrier.
carrier_docking_permission_event
Fired when the fleet carrier owner changes the docking permissions for their fleet carrier.
carrier_finance_event
Fired when there is any update related to the carrier’s finances.
carrier_jump_cancelled_event
Fired when the current planned carrier jump was cancelled.
carrier_jump_event
Fired when the carrier performs the jump after the jump countdown.
carrier_jump_request_event
Fired when the fleet carrier owner schedules a jump.
carrier_module_pack_event
Fired when managing module packs on a fleet carrier.
carrier_name_changed_event
Fired when the owner changes their fleet carrier’s name.
carrier_ship_pack_event
Fired when managing ship packs on a fleet carrier.
carrier_stats_event
Fired when opening the fleet carrier management panel.
carrier_trade_order_event
Fired when managing a fleet carrier trade order.
change_crew_role_event
Fired when in a multi-crew session and the current player changes their role.
clear_impound_event
Fired when the player clears their ship after being arrested while on-foot.
clear_saved_game_event
Fired when the player clear their save, deleting all progress.
codex_entry_event
Fired when the player registers a new entry in their codex.
collect_cargo_event
Fired when the player collects a commodity.
collect_items_event
Fired when the player collects an Odyssey item.
commander_event
Fired as part of the startup process of the game.
commit_crime_event
Fired when the player commits a crime.
community_goal_discard_event
Fired when the player discards a community goal.
community_goal_event
Fired when accessing information about currently active community goals.
community_goal_join_event
Fired when the player joins the community event.
community_goal_reward_event
Fired when the player receives credits for participating in a community goal.
continued_event
Fired when the log file is getting split into multiple files.
create_suit_loadout_event
Fired when the player creates a new suit load-out.
crew_assign_event
Fired when assigning crew.
crew_fire_event
Fired when the player fires a crew member.
crew_hire_event
Fired when the player fires a new crew member.
crew_launch_fighter_event
Fired when another player in a multi-crew session launches a fighter.
crew_member_joins_event
Fired whenever a new player joins a multi-crew session.
crew_member_quits_event
Fired whenever another player leaves the multi-crew session.
crew_member_role_change_event
Fired whenever another player changes their own role.
crime_victim_event
Fired when the player is the target of a crime.
data_scanned_event
Fired when scanning data while in a ship or SRV.
datalink_scan_event
Fired when the player scans a datapoint and extracts a message from it.
datalink_voucher_event
Fired when a faction has paid for scanning a datapoint.
delete_suit_loadout_event
Fired when deleting a suit load-out.
died_event
Fired when the player dies. Depending on the way the player died the event contains different information.
disbanded_squadron_event
Fired when the owner of a squadron disbands a squadron.
discovery_scan_event
Fired when the player ‘honks’ in a system.
disembark_event
Fired when the player disembarks from their ship.
dock_fighter_event
Fired when a ship launched fighter docks back to the mother ship.
dock_srv_event
Fired when the player docks their SRV to their ship.
docked_event
Fired when the player docks at a station or settlement.
docking_cancelled_event
Fired when the player cancels the docking procedure.
docking_denied_event
Fired when the player requested docking permission, but was denied.
docking_granted_event
Fired when the player has been given permission to dock at a given station.
docking_requested_event
Fired when the player has successfully required permission to dock to a given station.
docking_timeout_event
Fired when the player did not dock within the given time window.
drop_items_event
Fired when the player drops an Odyssey item.
drop_ship_deploy_event
Fired when the player deploys from a dropship into a combat zone.
eject_cargo_event
Fired when ejecting cargo out of the player’s ship.
embark_event
Fired when the player embarks from their ship.
end_crew_session_event
Fired when the whole multi-crew session has ended.
engineer_contribution_event
Fired when the player contributes to an unlock requirement for an engineer.
engineer_craft_event
Fired when the player applies an engineering modification to one of their ship’s modules.
engineer_progress_event
Includes information about engineer progress.
escape_interdiction_event
Fired when the player escapes an interdiction attempt.
faction_kill_bond_event
Fired when the player received a kill bond for a faction kill.
fc_embark_event
Fired when the player embarks at a fleet carrier.
fetch_remote_module_event
Fired when the player initiates a module transfer to move a module from another station to the station the player is currently docked at.
fighter_destroyed_event
Fired when a deployed ship launched fighter was destroyed.
fighter_rebuilt_event
Fired when the ship launched fighter has been rebuild.
file_header_event
Always the first event that is fired for a log file.
friends_event
fsd_jump_event
Fired when the player jumps to another system.
fsd_target_event
Fired when targeting a system for an FSD jump.
fss_all_bodies_found_event
Fired when the player has scanned discovered all the bodies for a given system.
fss_body_signals_event
Fired when the given body has any special signals.
fss_discovery_scan_event
Fired when discovering a body in a given system, either through proximity or through the FSS.
fss_signal_discovered_event
Fired when the player discovers a non-body signal.
fuel_scoop_event
Fired when the player is fuel scooping.
hull_damage_event
Fired when the player received hull damage.
interdicted_event
Fired when the player has been interdicted and lost.
interdiction_event
Fired when the player completes an interdiction.
invited_to_squadron_event
Fired when the player was invited to a squadron.
jet_cone_boost_event
Fired when the player boosts their FSD using a jet cone.
jet_cone_damage_event
Fired when a module receives damage from a jet cone.
join_a_crew_event
Fired when the current player joins a multi-crew session.
joined_squadron_event
Fired when the player joins a squadron.
kick_crew_member_event
Fired when the current player kicks another player from the multi-crew session.
kicked_from_squadron_event
Fired when the player was kicked from a squadron.
launch_drone_event
Fired when the player fires a limpet.
launch_fighter_event
Fired when launching a ship launched fighter.
launch_srv_event
Fired when launching an SRV while landed on a planet.
leave_body_event
Fired when the player leaves a body.
left_squadron_event
Fired when the player left a squadron.
liftoff_event
Fired when lifting off from a planet.
load_game_event
Fired when loading into the game.
loadout_equip_module_event
Fired when equipping a module to a suit loadout.
loadout_event
Fired when there are updates to the player’s ship modules.
loadout_remove_module_event
Fired when removing a module from a suit loadout.
location_event
Fired at times when the game loads in a location, usually when just starting the game or when the player is moven between locations for example by using a fleet carrier escape pod or when the player died.
market_buy_event
Fired when buying commodities at a given market.
market_event
Market data is written to a separate file called market.json.
market_sell_event
Fired when selling commodities at a given market.
mass_module_store_event
Fired when storing multiple modules at the current location at once.
material_collected_event
Fired when the player collects an engineering material.
material_discarded_event
Fired when the player discards a material.
material_discovered_event
Fired when the player collects a specific material for the first time.
material_trade_event
Fired when the player trades engineering materials at a material trader.
materials_event
Fired during startup containing a list of material the player currently has.
mining_refined
Fired when a commodity has been refined.
mission_abandoned_event
Fired when the player abandons a mission.
mission_accepted_event
Fired when the player takes on a new mission.
mission_completed_event
mission_failed_event
mission_redirected_event
missions_event
module_buy_and_store_event
When buying a module but storing at the current location instead of equipping it to the current ship.
module_buy_event
Fired when buying a new module and equipping it to the current active ship.
module_retrieve_event
Fired when installing a module directly from storage.
module_sell_event
Fired when the player sells a module.
module_sell_remote_event
Fired when selling a module that is stored at another location.
module_store_event
Fired when storing a module.
module_swap_event
Fired when swapping a module from one slot to another.
multi_sell_exploration_data_event
Fired when selling multiple entries of exploration data.
music_event
Fired when the game changes the music track.
nav_beacon_scan_event
Fired when the player scans a system’s nav beacon.
new_commander_event
Fired when the player starts as a new commander.
npc_crew_rank_event
Fired when there is a change in the combat rank of one of the hired crew members.
npc_crew_wage_paid_event
Fired when the player paid the wage of an NPC, which happens automatically.
outfitting_event
Emitted when opening the outfitting menu.
passengers_event
Fired when there is a change to the player’s passenger manifest.
pay_bounties_event
Fired when the player has paid of their bounties.
pay_fines_event
Fired when the player pays off any outstanding fines.
powerplay_collect_event
powerplay_defect_event
powerplay_deliver_event
powerplay_event
powerplay_fast_track_event
powerplay_join_event
powerplay_leave_event
powerplay_salary_event
powerplay_vote_event
progress_event
Includes information about the current progress of the player to the next rank.
promotion_event
Fired when the player is promoted for a given rank.
prospected_asteroid_event
Fired when a prospector limpet is used on an asteroid.
pvp_kill_event
Fired when the player kills another player in combat.
quit_a_crew_event
Fired when the current player leaves a multi-crew session.
rank_event
Includes information about the current ranks of the player.
reboot_repair_event
Fired when performing a reboot and repair.
receive_text_event
Fired when the player receives a text message.
redeem_voucher_event
Fired when redeeming any kind of voucher.
refuel_all_event
refuel_partial_event
rename_suit_loadout_event
repair_all_event
repair_drone_event
repair_event
reputation_event
reservoir_replenished_event
restock_vehicle_event
resurrect_event
saa_scan_complete_event
saa_signals_found_event
scan_bary_centre_event
scan_event
scan_organic_event
scanned_event
scientific_research_event
screenshot_event
search_and_rescue_event
sell_drones_event
sell_exploration_date_event
sell_micro_resources_event
sell_organic_data
sell_ship_on_rebuy_event
sell_suit_event
sell_weapon_event
send_text_event
set_user_ship_name_event
shared_bookmark_to_squadron_event
shield_state_event
ship_locker_event
ship_redeemed
ship_targeted_event
shipyard_buy_event
shipyard_event
shipyard_new_event
shipyard_redeem
shipyard_sell_event
shipyard_swap_event
shipyard_transfer_event
squadron_created_event
squadron_demotion_event
squadron_promotion_event
squadron_startup_event
srv_destroyed_event
start_jump_event
statistics_event
stored_modules_event
stored_ships_event
suit_loadout_event
supercruise_destination_drop_event
supercruise_entry_event
supercruise_exit_event
switch_suit_loadout_event
synthasis_event
technology_broker_event
touchdown_event
trade_micro_resources_event
transfer_micro_resources_event
under_attack_event
undocked_event
upgrade_suit_event
upgrade_weapon_event
use_consumable_event
uss_drop_event
vehicle_switch_event
wing_add_event
wing_invite_event
wing_join_event
won_a_trophy_for_squadron_event

Structs§

LogDir
Provides an abstraction for all the log files in the journal directory.
LogEvent
An entry from a LogFile. Most of the content can be found in the LogEventContent.
LogFile
A representation of a journal log file. Can then be read using a [JournalFileReader].

Enums§

LogDirError
LogEventContent
Enum containing all the possible events that can be found in a [JournalFile].
LogEventContentKind
LogFileError