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