651c4ad94a
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Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
38 lines
1.1 KiB
GDScript
38 lines
1.1 KiB
GDScript
class_name GameLog
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extends RefCounted
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## Tagged logging that survives headless runs.
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##
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## Static rather than an autoload so it works from unit tests and from
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## `--script` tool runs, where autoload identifiers are not registered at all.
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## The dedicated server has no console UI, so every line carries the role that
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## produced it -- that is what makes a captured server log readable later.
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enum Level { DEBUG, INFO, WARN, ERROR }
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## Raise to WARN on a busy server; DEBUG is very chatty at 60 Hz.
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static var min_level: Level = Level.INFO
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static var role_tag: String = "?"
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static func _fmt(level: Level, tag: String, msg: String) -> String:
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return "[%s][%s][%s] %s" % [Level.keys()[level], role_tag, tag, msg]
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static func debug(tag: String, msg: String) -> void:
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if min_level <= Level.DEBUG:
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print(_fmt(Level.DEBUG, tag, msg))
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static func info(tag: String, msg: String) -> void:
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if min_level <= Level.INFO:
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print(_fmt(Level.INFO, tag, msg))
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static func warn(tag: String, msg: String) -> void:
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if min_level <= Level.WARN:
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print(_fmt(Level.WARN, tag, msg))
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static func error(tag: String, msg: String) -> void:
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printerr(_fmt(Level.ERROR, tag, msg))
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