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:
parent
5d34d0fd09
commit
3ac1179440
11 changed files with 42 additions and 9 deletions
|
|
@ -1,6 +1,7 @@
|
|||
# arc.ludic - an arc is a table of chapters, each a table of up to STEPS_PER_CHAPTER steps. The
|
||||
# game builds one with steps_chapter_add / steps_add; what a chapter is called is the game's.
|
||||
# empty the tables for another arc (the progress goes back to the first chapter)
|
||||
@alloc_ok("an arc's tables: once, when an arc is built")
|
||||
export function steps_arc_clear(steps_st: mut StepsState) -> void {
|
||||
steps_st.steps__n = new []int
|
||||
steps_st.steps__kind = new []int
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue