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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@ -56,6 +56,10 @@ export state UpdateState {
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update__ask_h: int = -1
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update__latest: string = ""
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update__notes: Val = null
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update__installed: bool = false # worked out when configured: the panel asks every frame
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@max(256) update__notes_list: []string = new []string # the notes in the language last asked, kept
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update__notes_lang: string = ""
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update__notes_of: string = "" # ... for this version
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update__cfg: UpdateConfig = new UpdateConfig
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update__state: int = 0
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update__err: int = 0
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@ -80,7 +84,10 @@ export state UpdateState {
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update__facts: Queue<UpdateFact> = update__facts__new()
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}
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export function update_config(update_st: mut UpdateState, c: UpdateConfig) -> void { update_st.update__cfg = c }
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export function update_config(update_st: mut UpdateState, c: UpdateConfig) -> void {
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update_st.update__cfg = c
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update_st.update__installed = update__installed_now(update_st)
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}
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function update__conf(update_st: UpdateState) -> UpdateConfig {
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return update_st.update__cfg
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