refactor(godot): report subroutines via GodotTraceSink, not the IHost queue
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -42,12 +42,6 @@ public sealed class GodotAdvHost : IHost
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// called from the main thread (click) or the selftest auto-clicker
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public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
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// Records each call-script the VM dispatches (runs on the VM thread, so collect thread-safely and
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// let the main thread report it — Godot drops GD.Print from background threads).
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public readonly System.Collections.Concurrent.ConcurrentQueue<long> Dispatched = new();
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public void CallScript(long id) => Dispatched.Enqueue(id);
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public void OnStub(int opcode) { }
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// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
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public void CreateTexture(int slot, int width, int height) { _slotBmp[slot] = null; _slotDims[slot] = (width, height); }
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