Add subroutine-execution diagnostics + Godot --scene
- CLI run: report call-script dispatch count + distinct source scripts per run. - Godot --scene <NAME>: play any scene (not just SC0000). - Godot reports the call-scripts executed as nested frames at scene end (collected thread-safely; Godot drops GD.Print from the VM background thread). Demonstrated live: SC0240 in Godot executes 29 call-scripts (RESETLAND, SETEN, ADDEN, RENDERMAP, SETOBJ, DRAWOBJ, CALCREVISE, LOOK) as nested subroutine frames. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -42,7 +42,10 @@ public sealed class GodotAdvHost : IHost
|
||||
// called from the main thread (click) or the selftest auto-clicker
|
||||
public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
|
||||
|
||||
public void CallScript(long id) { }
|
||||
// Records each call-script the VM dispatches (runs on the VM thread, so collect thread-safely and
|
||||
// let the main thread report it — Godot drops GD.Print from background threads).
|
||||
public readonly System.Collections.Concurrent.ConcurrentQueue<long> Dispatched = new();
|
||||
public void CallScript(long id) => Dispatched.Enqueue(id);
|
||||
public void OnStub(int opcode) { }
|
||||
|
||||
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
|
||||
|
||||
Reference in New Issue
Block a user