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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>
28 lines
1.3 KiB
Text
28 lines
1.3 KiB
Text
# logging.ludic — Log.* levels, the threshold gate, and structured fields. Log
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# lines go to stderr, which the test harness does not capture, so this program
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# asserts the stdout-observable contract: the threshold round-trips through
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# set_level/level, and every level method (with mixed string/number fields) runs
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# without faulting. The run raises the level above `error` first so the suite's
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# output stays clean; the actual stderr sink and its gating are demonstrated in
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# the docs and verified by hand. Running it prints: 0 5 2 1
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program Logging {
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entry {
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print(Log.level()) # 0 — everything shown by default
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Log.set_level(5) # above error: silence the console for this run
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print(Log.level()) # 5
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# every level builds its line (including numeric fields, which are formatted
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# for you) and is threshold-gated; none writes at level 5.
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Log.trace("entering frame", "n", 10)
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Log.debug("state", "hp", 100, "phase", "combat")
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Log.info("level loaded", "name", "cavern", "entities", 42)
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Log.warn("missing texture, using placeholder", "path", "rock.png")
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Log.error("save failed", "code", 5)
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Log.set_level(2) # info and above
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print(Log.level()) # 2
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print(1) # sentinel: reached the end without crashing
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}
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}
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