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

@ -8,6 +8,7 @@ export function steps_config(steps_st: mut StepsState, players: int) -> void {
steps_st.steps__col = null
}
@alloc_ok("the party's columns: once a chapter, and when the party changes")
function steps__party_clear(steps_st: mut StepsState) -> void {
steps_st.steps__col = new []int
for i in 0 .. steps_st.steps__players * STEPS_PER_CHAPTER { push(steps_st.steps__col, 0) }
@ -36,6 +37,7 @@ function steps__share(steps_st: StepsState, p: int, i: int) -> int {
# the same into a list the caller keeps (a guest checks its shares every tick)
export function steps_my_shares_into(steps_st: StepsState, out: []int) -> void {
List.clear(out)
@alloc_ok("into the caller's kept list, at most STEPS_PER_CHAPTER")
for i in 0 .. STEPS_PER_CHAPTER { push(out, steps__share(steps_st, 0, i)) }
}