'CAPTURED ZERO GAME LINES' blames another module (N89) when the game is merely idle or blocked
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Assessment
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Newbie friendliness
- 74/100
- Issue type
- Bug
- Clarity
- Mostly clear
- Activity status
- Active
- Tech stack
- cpp
- Domain
- observability
Research direction
Start in src/runtime/log/builtin_filter.cpp at BuiltinLogFilter::MaybeEmitHealth and inspect how HookGuard records the CLog hook. Update the health warning so it states that no game lines were captured and does not assert N89 without HookGuard evidence; account for idle, blocked, or missing-login cases. Use the existing health interval behavior to verify the resulting diagnosis.
Written by the indexing model from the issue text.
Description
BuiltinLogFilter (src/runtime/log/builtin_filter.cpp, MaybeEmitHealth) warns CAPTURED ZERO GAME LINES ... the CLog hook is installed but receiving nothing. Another module has almost certainly taken the target (N89) whenever a health interval sees no game lines.
That diagnosis is overconfident. Zero game lines also happens when the game is simply idle or blocked: a server waiting for a login that never arrives (see the bridge issue), or a game blocked on a modal dialog. In both cases the hook is fine and nothing took it. Observed on a real host: the warning fired while the actual problem was a missing login.
Proposed: say what is known ("no game lines in the last N seconds") and list the possible causes (hook taken by another module, game idle/blocked, waiting on a login), or gate the N89 wording on HookGuard evidence. Note the CLog hook is only recorded with HookGuard since b0bf393, so a clobber is now detectable and can be named.
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