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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@@ -50,4 +50,10 @@ int input_mouse_scroll(void);
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bool input_key_pressed(SDL_Scancode key);
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bool input_key_held(SDL_Scancode key);
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/* Pack current input state into a compact bitmask snapshot.
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* Used by the debug log to record per-tick input without
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* exposing internal arrays. */
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typedef struct InputSnapshot InputSnapshot; /* defined in debuglog.h */
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void input_get_snapshot(InputSnapshot *out);
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#endif /* JNR_INPUT_H */
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