Add game state debug log with binary ring buffer
Implement src/engine/debuglog module that records a comprehensive snapshot of game state every tick into a 4 MB in-memory ring buffer. Activated by --debug-log command-line flag. Press F12 during gameplay to dump the ring buffer to a human-readable debug_log.txt file. The buffer also auto-flushes every 10 seconds as a safety net. Each tick snapshot captures: input state (held/pressed/released bitmasks), full player state (position, velocity, health, dash, aim, timers), camera position, physics globals, level name, and a variable-length list of all active entity positions/velocities/health. New files: - src/engine/debuglog.h — API and snapshot data structures - src/engine/debuglog.c — ring buffer, record, and dump logic Modified files: - include/config.h — DEBUGLOG_BUFFER_SIZE constant - src/engine/input.h/c — input_get_snapshot() to pack input bitmasks - src/engine/core.c — debuglog_record_tick() call after update - src/main.c — CLI flag, init/shutdown, F12 hotkey, set_level calls Closes #19
This commit was merged in pull request #27.
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@@ -3,6 +3,7 @@
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#include "engine/renderer.h"
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#include "engine/audio.h"
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#include "engine/assets.h"
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#include "engine/debuglog.h"
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#include <stdio.h>
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#ifdef __EMSCRIPTEN__
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@@ -118,6 +119,7 @@ static void engine_frame(void) {
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if (s_callbacks.update) {
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s_callbacks.update(DT);
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}
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debuglog_record_tick();
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input_consume();
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g_engine.tick++;
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s_accumulator -= DT;
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