Log information for Players has been kept light to improve performance and stability. Player devices tend to be tight on memory and therefore applications are granted a limited amount of memory to use. As Xibo runs 24/7, memory usage is very important to us and generating lots of logging actually uses a lot of memory.
The type of logging available depends on the Player and can be set from within the Display Settings Profile, or overridden on the Display.
For example, in Android you would Edit Profile -> Troubleshooting Tab -> Log Level, and choose Error, Audit or Off.
If you’ve asked for support on Community or the Help Desk, and been asked for more logging you will almost always be asked for the most detailed level of logging, e.g. Audit.
Please note if you change the Player logs to Audit and want to see these in the CMS, you must enable troubleshooting on the Display - see below.
Changing the Log Level
This is done on either the Display Settings Profile for your Player type, or in the Display Settings Override tab on Edit Display.
Once you have made a change to the log level, the Player will switch to that level the next time it connects to the CMS for its routine collection.
The easiest way to view Player logs is to have them sent to the CMS.
There are two types of log information for Players:
- messages sent to the CMS as “Error”
- messages sent to the CMS as “Audit”
As a rule of thumb, anything Error or above on the Player is sent as “Error” and anything below that is sent as “Audit”.
When received by the CMS Error messages are always written to the log, Audit messages are only written when the Auditing until fields have been configured for the Display .
To set Auditing logs, click on Displays from the CMS menu and use the row menu for the Display you wish to set auditing for.
Click on the Advanced tab and enter a date and time the Player should collect log information until.
Please note: This should not be set for too long a period which goes beyond the troubleshooting window.
Only the most important messages are logged.
Each Player can store log information and send them once reconnected to the CMS.
This means Players can run offline for an extended period of time without losing log information. The Player must be on-line to send its messages to the CMS.
The last 5 log messages are shown on the Player status screen which are useful for “immediate” debugging. These are removed as they are sent to the CMS. The status of each communication call to the CMS is also recorded for easy debugging.