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>
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11 changed files with 42 additions and 9 deletions
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@ -1,5 +1,6 @@
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# verbs.ludic - the only way the ring changes. The same kind from the same label replaces
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# itself; a bonus past the cap pushes out the oldest bonus; a full ring drops the nearest end.
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@alloc_ok("an effect's end: a fact per effect that runs out or is replaced")
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function ef_end(effects_st: mut EffectsState, i: int, why: int) -> void {
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let all = ef_all(effects_st)
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let e = new EffectEnded
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@ -11,6 +12,7 @@ function ef_end(effects_st: mut EffectsState, i: int, why: int) -> void {
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ef_drop(effects_st, i)
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}
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@alloc_ok("an effect gone: the ring rebuilt, a few times a game hour")
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function ef_drop(effects_st: mut EffectsState, i: int) -> void {
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let all = ef_all(effects_st)
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let rest = new []Effect
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@ -37,6 +39,7 @@ function ef_make_room(effects_st: mut EffectsState, bonus: bool) -> void {
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}
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# begin one `after` game minutes from now, lasting `minutes` once it has begun
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@alloc_ok("an effect begun: food, rest, the weather - an event, not a frame")
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export function effects_add_after(effects_st: mut EffectsState, after: float, kind: int, mag: float, minutes: float, bonus: bool, label: string) -> void {
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let all = ef_all(effects_st)
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for i in 0 .. len(all) {
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@ -62,6 +65,7 @@ export function effects_add(effects_st: mut EffectsState, kind: int, mag: float,
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}
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# everything stops at once, and says nothing: a new trip or a night's sleep
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@alloc_ok("a new trip or a night's sleep")
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export function effects_clear(effects_st: mut EffectsState) -> void { effects_st.ef_list = new []Effect }
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# run them down by `minutes` of game time; a delayed one waits first
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