refactor(godot): report subroutines via GodotTraceSink, not the IHost queue

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-07 15:23:25 -04:00
parent 2a71847a5d
commit d202990b7b
3 changed files with 20 additions and 8 deletions

View File

@@ -42,12 +42,6 @@ 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(); }
// 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) ----
public void CreateTexture(int slot, int width, int height) { _slotBmp[slot] = null; _slotDims[slot] = (width, height); }