Gondwana Game Engine
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Gondwana.Logging Namespace Reference

Classes

class  EngineLogger
 Provides centralized logging infrastructure for the Gondwana engine with support for both synchronous and asynchronous logging modes.
class  LoggingErrorEventArgs
 Provides data for the LoggingError event. More...

Enumerations

enum  EngineLoggingMode { Asynchronous = 0 , Synchronous = 1 }
 Specifies the logging mode for the engine. More...

Enumeration Type Documentation

◆ EngineLoggingMode

Specifies the logging mode for the engine.

This enumeration defines whether the engine logs messages synchronously or asynchronously. Use Synchronous for immediate logging, which may block the calling thread, or Asynchronous for non-blocking logging that may introduce a slight delay.

Enumerator
Asynchronous 

Specifies that logging operations are performed asynchronously.

This type or member is intended to indicate asynchronous behavior. This makes logging a "fire-and-forget" operation. May drop log records if under extremely heavy load.

Synchronous 

Specifies that logging operations are performed synchronously.

This member indicates that the associated operation or functionality is performed synchronously, meaning it completes its execution before returning control to the caller.