Thank you both!
On
, that isn't feasible, I don't want to mess around with general server settings, I just want _my_ plugin to be silent (while all others may freely respect logging settings).
Given the frequency of outputs (e.g. every player_footstep and every weapon_fire are output to log), TCP is not feasible, either, so no websockets or curl. So far, either the `sockets` extension via UDP or explicitly documenting the plugin to warn in CAPSLOCK that it's extremely log verbose.
Edit: to clarify, I need lots of events in realtime to reproduce the gameplay in a webpage. Works, so far, but RIP logfiles.