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

@ -63,6 +63,7 @@ export function steps_facts(steps_st: StepsState) -> Queue<StepsFact> {
return steps_st.steps__facts
}
@alloc_ok("a step's fact: once, when a step or a chapter is met")
function steps__fact(steps_st: StepsState, what: int, ch: int, i: int) -> void {
let f = new StepsFact
f.what = what