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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@ -3,6 +3,7 @@
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# n random bytes as hex. Crypto.random_hex reads /dev/urandom, which Windows lacks (zeros there),
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# so it is mixed with the clock and the process and hashed: distinct per start everywhere
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@alloc_ok("the player id: once a start, and never again once written")
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export function telemetry_random_hex(telemetry_st: mut TelemetryState, n: int) -> string {
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telemetry_st.telemetry__rand_n += 1
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let seed = Crypto.random_hex(n) + "|" + `{Time.now()}|{Crypto.random_u32()}|{Os.pid()}|{telemetry_st.telemetry__rand_n}`
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@ -23,8 +24,10 @@ export function telemetry_set_id(telemetry_st: mut TelemetryState, id: string) -
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telemetry__fact(telemetry_st, TELEMETRY_ID, 0, 0, 0)
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}
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@alloc_ok("the player id: once a start")
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function telemetry__random_id(telemetry_st: mut TelemetryState) -> void { telemetry_set_id(telemetry_st, "r-" + telemetry_random_hex(telemetry_st, 16)) }
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@alloc_ok("the player id: once a start")
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function telemetry__from_machine(telemetry_st: mut TelemetryState, raw: string) -> void {
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let salt = telemetry__conf(telemetry_st).id_salt
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telemetry_set_id(telemetry_st, "m-" + Crypto.sha256(salt + ":" + Text.lower(raw))[0..32])
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