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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>
863 B
863 B
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| log-info | Log.info | log | namespace-method | Log.info | Log.info(msg, [key, value]...) -> void | Log at the info level (2) — normal operation. | 3 | Log | info |
Logs msg at the info level (2) — the normal-operation milestones you want to see in a running game: a level loaded, a match started, a save written. It prints on stderr as [INFO] msg with any structured key=value fields, when the Log.set_level threshold is 2 or lower. Info is a sensible default level for a development build.
Parameters:
msg— the message stringkey, value...— optional trailing pairs; values may be strings or numbers
program Info {
entry {
Log.info("level loaded", "name", "cavern", "entities", 42)
}
}