logx
logx(LOG_WARNING,
logx(LOG_NOTICE, "too many monitors");
logx(LOG_NOTICE, "too many players");
logx(LOG_WARNING, "lost connection to new client");
logx(LOG_INFO, "player %s %s team %c",
logx(LOG_INFO, "new player: %s%s%c%s",
logx(LOG_INFO, "rejected connection from %s", eval_client(&ri));
logx(LOG_INFO, "%s:%d: %s: %d -> %d",
logx(LOG_ERR, "%s:%d: invalid integer value \"%s\"",
logx(LOG_ERR, "%s:%d: expected variable name",
logx(LOG_ERR,
logx(LOG_ERR, "%s:%d: expected `=' after %s", fnm, *line, word);
logx(LOG_WARNING, "%s:%d: trailing garbage ignored",
logx(LOG_ERR, "%s:%d: line too long", fnm, line);
logx(LOG_ERR, "accept");
logx(LOG_INFO, "rejected connection from %s", eval_client(&ri));
logx(LOG_INFO, "rejected connection from %s", eval_client(&ri));
logx(LOG_INFO, "game started");
logx(LOG_INFO, "game over");
void logx(int, const char *, ...)
logx(LOG_ERR, "play_at: not a player");
void (*logx) (const char *fmt,...))
_NgLogx = logx;
void (*logx) (const char *fmt,...))
_NgLogx = logx;