28 lines
1.4 KiB
C#
28 lines
1.4 KiB
C#
using System.Collections.Concurrent;
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using System.Collections.Generic;
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using Age.Engine.Diagnostics;
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// Frontend-side trace consumer. Runs on the VM background thread, so it just queues the dispatched
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// call-script ids; the main thread drains them (Godot drops GD.Print from background threads). This
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// replaces the old IHost.CallScript -> GodotAdvHost.Dispatched hack: subroutine visibility is now an
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// engine fact delivered over the trace seam.
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public sealed class GodotTraceSink : ITraceSink
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{
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private readonly GodotTimelineLog? _timeline;
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private readonly Stack<string> _scripts = new();
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public GodotTraceSink(GodotTimelineLog? timeline = null) => _timeline = timeline;
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public bool TracingSteps => _timeline != null;
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public readonly ConcurrentQueue<long> CallScripts = new();
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public void Emit(in TraceEvent e)
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{
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if (e.Kind == TraceEventKind.CallScript) CallScripts.Enqueue(e.Id);
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if (_timeline == null) return;
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if (e.Kind == TraceEventKind.FrameEnter && e.Name != null) _scripts.Push(e.Name);
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else if (e.Kind == TraceEventKind.FrameExit && _scripts.Count > 0) _scripts.Pop();
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else if (e.Kind == TraceEventKind.Step && e.Ins != null)
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_timeline.Step(_scripts.Count > 0 ? _scripts.Peek() : "<unknown>", e.Ins.Offset, e.Opcode, e.Depth);
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else if (e.Kind == TraceEventKind.Halt)
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_timeline.State("halted", new() { ["reason"] = e.Text, ["steps"] = e.Steps });
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}
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}
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