self.machine.auditor¶
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class
mpf.plugins.auditor.
Auditor
(machine)¶ Bases:
object
Base class for the auditor.
Parameters: machine -- A refence to the machine controller object. Accessing the auditor in code
There is only one instance of the auditor in MPF, and it's accessible via
self.machine.auditor
.Methods & Attributes
The auditor has the following methods & attributes available. Note that methods & attributes inherited from base classes are not included here.
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audit
(audit_class, event, **kwargs)¶ Called to log an auditable event.
Parameters: - audit_class -- A string of the section we want this event to be
- to. (logged) --
- event -- A string name of the event we're auditing.
- **kawargs -- Not used, but included since some of the audit events might include random kwargs.
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audit_event
(eventname, **kwargs)¶ Registered as an event handlers to log an event to the audit log.
Parameters: - eventname -- The string name of the event.
- not used, but included since some types of events include (**kwargs,) -- kwargs.
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audit_player
(**kwargs)¶ Called to write player data to the audit log.
Typically this is only called at the end of a game.
Parameters: not used, but included since some types of events include (**kwargs,) -- kwargs.
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audit_shot
(name, profile, state)¶ Record shot hit.
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audit_switch
(change: mpf.core.switch_controller.MonitoredSwitchChange)¶ Record switch change.
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disable
(**kwargs)¶ Disable the auditor.
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enable
(**kwargs)¶ Enable the auditor.
This method lets you enable the auditor so it only records things when you want it to. Typically this is called at the beginning of a game.
Parameters: **kwargs -- No function here. They just exist to allow this method to be registered as a handler for events that might contain keyword arguments.
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enabled
= None¶ Attribute that's viewed by other core components to let them know they should send auditing events. Set this via the enable() and disable() methods.
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