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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>
26 lines
930 B
Markdown
26 lines
930 B
Markdown
---
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id: log-warn
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name: Log.warn
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category: log
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kind: namespace-method
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tokens: Log.warn
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sig: Log.warn(msg, [key, value]...) -> void
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tip: Log at the warn level (3) — something looks wrong.
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order: 4
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ns: Log
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member: warn
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---
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Logs <code>msg</code> at the **warn** level (3) — something is wrong but the game recovered: a missing asset fell back to a placeholder, a value was clamped, a deprecated path was taken. It prints on stderr as <code>[WARN] msg</code> with any structured <code>key=value</code> fields, when the <a href="log-set_level"><code>Log.set_level</code></a> threshold is 3 or lower. Warnings are a good level to keep on in release builds so player bug reports capture them.
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Parameters:
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- `msg` — the message string
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- `key, value...` — optional trailing pairs; values may be strings or numbers
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```ludic
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program Warn {
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entry {
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Log.warn("missing texture, using placeholder", "path", "rock.png")
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}
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}
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```
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