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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>
928 B
928 B
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| log-debug | Log.debug | log | namespace-method | Log.debug | Log.debug(msg, [key, value]...) -> void | Log at the debug level (1) — development detail. | 2 | Log | debug |
Logs msg at the debug level (1) — development-time detail that is useful while building a feature but noise in a shipped game. It prints on stderr as [DEBUG] msg with any structured key=value fields, when the Log.set_level threshold is 1 or lower. Reach for it to trace state transitions, loaded assets, or the values feeding a calculation you are not yet sure of.
Parameters:
msg— the message stringkey, value...— optional trailing pairs; values may be strings or numbers
program Debug {
entry {
Log.set_level(1)
Log.debug("player state", "hp", 100, "phase", "combat")
}
}