feat(stdlib): add Log.* — levelled, structured logging (#15)
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A Log.* namespace: five levels (trace/debug/info/warn/error), a runtime
threshold, and structured key=value fields, so games get something better than
scattered print calls and release builds can go quiet without touching call
sites.

  - Log.trace/debug/info/warn/error(msg, [k, v]...)  -> stderr, "[LEVEL] msg k=v"
  - Log.set_level(n)   show only level >= n (0 = all default, 5 silences all)
  - Log.level()        read the current threshold

Fields accept strings, ints, and longs (numbers formatted automatically); the
level tag is chosen at compile time so a filtered-out level costs only a
comparison. Writes to stderr, never touching the simulation — no effect on
determinism/replays. v1 is the console sink; rotating-file and in-engine overlay
sinks are noted as follow-ups.

- examples/library/logging.ludic: asserts the set_level/level threshold
  round-trip and that every level (with mixed-type fields) runs without faulting;
  the stderr gating itself was verified by hand (warn/error emit, lower levels
  suppressed). Wired into `x test` (now 53 passed).
- docs: a new Log section + per-symbol pages; inventory and coverage pass.
- seed regenerated; `x bootstrap-cfree` fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-30 21:57:22 +03:00
parent a4f1494a04
commit 031b138f84
17 changed files with 11166 additions and 10404 deletions

View file

@ -243,6 +243,10 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
if is_noise_ns(meth) { return emit_noise_ns(meth, e) }
perr(`unknown builtin Noise.{meth}`)
}
if (ns == "Log") {
if is_log_ns(meth) { return emit_log_ns(meth, e) }
perr(`unknown builtin Log.{meth}`)
}
if (ns == "Vector") {
if is_vector_ns(meth) { return emit_vector_ns(meth, e) }
perr(`unknown builtin Vector.{meth}`)