Today I added some idioms for dividing up a log of debug prints into nestable sections, showing them collapsed by default. Here's a demo of the complete experience of opening up a log file, exploring it and potentially jumping from a log line to the precise &bifold-text code that generated it.
The editing environment only knows about lines and sections in the log file; the notion of 'session', 'game' and 'trajectory' are specific to the particular client codebase/game being debugged.