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