fix(allocs): ludic.update, steps, effects and telemetry at 0 frame allocs and 0 keeps

ludic.update: whether this copy can update itself is worked out once, when the updater is configured
(the panel asked every frame, building the path to the executable each time); the notes are a list
the state keeps, filled by update_notes_for when the version or the language changes, which the
game calls from its update tick. The feed's address is declared (once, when a check starts).
ludic.steps, ludic.effects, ludic.telemetry: what is left is made on an event and declared with its
bound - an arc's tables, a chapter's columns, a step's fact, an effect's start, end and clear, the
fact pool's growth, the player id, a props record's nesting stack - and two pushes into a caller's
kept list, at most a chapter's steps and the ring's size.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 20:13:06 +03:00
parent 5d34d0fd09
commit 3ac1179440
11 changed files with 42 additions and 9 deletions

View file

@ -48,6 +48,7 @@ export function effects_live(effects_st: EffectsState) -> []int {
export function effects_live_into(effects_st: EffectsState, out: []int) -> void {
List.clear(out)
let all = ef_all(effects_st)
@alloc_ok("into the caller's kept list, at most the ring's size")
for i in 0 .. len(all) { if ef_live(all[i]) { push(out, i) } }
}

View file

@ -1,5 +1,6 @@
# verbs.ludic - the only way the ring changes. The same kind from the same label replaces
# itself; a bonus past the cap pushes out the oldest bonus; a full ring drops the nearest end.
@alloc_ok("an effect's end: a fact per effect that runs out or is replaced")
function ef_end(effects_st: mut EffectsState, i: int, why: int) -> void {
let all = ef_all(effects_st)
let e = new EffectEnded
@ -11,6 +12,7 @@ function ef_end(effects_st: mut EffectsState, i: int, why: int) -> void {
ef_drop(effects_st, i)
}
@alloc_ok("an effect gone: the ring rebuilt, a few times a game hour")
function ef_drop(effects_st: mut EffectsState, i: int) -> void {
let all = ef_all(effects_st)
let rest = new []Effect
@ -37,6 +39,7 @@ function ef_make_room(effects_st: mut EffectsState, bonus: bool) -> void {
}
# begin one `after` game minutes from now, lasting `minutes` once it has begun
@alloc_ok("an effect begun: food, rest, the weather - an event, not a frame")
export function effects_add_after(effects_st: mut EffectsState, after: float, kind: int, mag: float, minutes: float, bonus: bool, label: string) -> void {
let all = ef_all(effects_st)
for i in 0 .. len(all) {
@ -62,6 +65,7 @@ export function effects_add(effects_st: mut EffectsState, kind: int, mag: float,
}
# everything stops at once, and says nothing: a new trip or a night's sleep
@alloc_ok("a new trip or a night's sleep")
export function effects_clear(effects_st: mut EffectsState) -> void { effects_st.ef_list = new []Effect }
# run them down by `minutes` of game time; a delayed one waits first