From the NannyMUD documentation

LAST CHANGE

2000-12-16

TOPIC

NAME

        debugging - How to make things work when they don't.

DESCRIPTION

        This document is somewhat biased towards the debugging of guilds, but
        it can of course be useful for other codes, too.

        Finding out what bugs
        ---------------------
        There are several files where information about bugs in a guild can be
        found:

        + The guild report files. Every guild should have a bug-report
          command and the testplayers should use it. The location of that file
          depends on the specifics of the guild, but a good place could be in
          /guilds/GUILDNAME/log/reports .

        + The error file in /log, /log/GUILDNAME . Contains errors when loading
          objects.

        + /lpmud.log . This contains loading errors and such. It is large.
          Further below will be revealed how to deal with it.

        + /runtime.log . This contains runtime errors, something you will be
          very interested in. It, too, is large.

        + /log/HOOK_BUG . This contains bugs found in hooked objects. Most
          guilds appear in this file every now and then.

        lpmud.log grows with typically 4000 lines per day, and runtime.log
        with 2000.  Reading through them using the command 'more' isn't very
        practical. But you can use the search command in the command, /
        . Typically, one would search for (assuming a guild named 'urgles')
        'guilds/urgles/' .

        The search command shows your match, as well as a few lines preceding
        it, which makes it easy to trace what lead to the error.

        Now, when you have checked all errors for today, how can you avoid
        checking through this part of the file again tomorrow? Easy, just
        write down at what line your last checked error was, and use the
        ability of more to go to that line plus one next time - unless
        there's been a reboot, in which case all errors are fresh and new...