You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This commit was created on GitHub.com and signed with GitHub’s verified signature.
Changed
ge::debug state is per-session (🎯T174) — the debug primitive queues, the debug-draw enable, and the perf HUD config (enable / placement / provider) are now carried by the Context rather than a process-global singleton. The host binds the active session around game callbacks and flush(ctx, …) re-binds from its Context, so a multi-session server keeps each stream's debug content and HUD strip separate. The free-function API is unchanged; direct-mode games behave identically. GPU pipelines and the monospace font remain process-global on the shared sokol device.
Notes
Full process-globals audit in docs/globals-audit.md: all 38 statics in src/ classified. Remaining latent multi-session items filed as 🎯T175 (app-channel registries, button hit-target registry, cmdstream LiveCapture, SensorControl, viewer-backgrounded bit, metrics addressing) and 🎯T176 (text.cpp FreeType thread safety). All gate 🎯T163 true multi-session, not current behaviour.
Multi-session isolation doctests added; prebuilts recooked for all platforms + debug variants.