Merge branch 'lang/memory-burn3' into lang/foundations

This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 20:13:59 +03:00
commit 858544e231
11 changed files with 42 additions and 9 deletions

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@ -48,6 +48,7 @@ export function effects_live(effects_st: EffectsState) -> []int {
export function effects_live_into(effects_st: EffectsState, out: []int) -> void {
List.clear(out)
let all = ef_all(effects_st)
@alloc_ok("into the caller's kept list, at most the ring's size")
for i in 0 .. len(all) { if ef_live(all[i]) { push(out, i) } }
}

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@ -1,5 +1,6 @@
# verbs.ludic - the only way the ring changes. The same kind from the same label replaces
# itself; a bonus past the cap pushes out the oldest bonus; a full ring drops the nearest end.
@alloc_ok("an effect's end: a fact per effect that runs out or is replaced")
function ef_end(effects_st: mut EffectsState, i: int, why: int) -> void {
let all = ef_all(effects_st)
var e = q_rec(effects_ended(effects_st))
@ -16,6 +17,7 @@ function ef_end(effects_st: mut EffectsState, i: int, why: int) -> void {
ef_drop(effects_st, i)
}
@alloc_ok("an effect gone: the ring rebuilt, a few times a game hour")
function ef_drop(effects_st: mut EffectsState, i: int) -> void {
let all = ef_all(effects_st)
let rest = new []Effect
@ -42,6 +44,7 @@ function ef_make_room(effects_st: mut EffectsState, bonus: bool) -> void {
}
# begin one `after` game minutes from now, lasting `minutes` once it has begun
@alloc_ok("an effect begun: food, rest, the weather - an event, not a frame")
export function effects_add_after(effects_st: mut EffectsState, after: float, kind: int, mag: float, minutes: float, bonus: bool, label: string) -> void {
let all = ef_all(effects_st)
for i in 0 .. len(all) {
@ -67,6 +70,7 @@ export function effects_add(effects_st: mut EffectsState, kind: int, mag: float,
}
# everything stops at once, and says nothing: a new trip or a night's sleep
@alloc_ok("a new trip or a night's sleep")
export function effects_clear(effects_st: mut EffectsState) -> void { effects_st.ef_list = new []Effect }
# run them down by `minutes` of game time; a delayed one waits first

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@ -1,6 +1,7 @@
# arc.ludic - an arc is a table of chapters, each a table of up to STEPS_PER_CHAPTER steps. The
# game builds one with steps_chapter_add / steps_add; what a chapter is called is the game's.
# empty the tables for another arc (the progress goes back to the first chapter)
@alloc_ok("an arc's tables: once, when an arc is built")
export function steps_arc_clear(steps_st: mut StepsState) -> void {
steps_st.steps__n = new []int
steps_st.steps__kind = new []int

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

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@ -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 {
var f = q_rec(steps_facts(steps_st))
if f == null {

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@ -10,7 +10,9 @@ function telemetry__fact_record(telemetry_st: mut TelemetryState) -> TelemetryFa
telemetry_st.telemetry__fnext[0] += 1
return f
}
@alloc_ok("the fact pool grows to the most facts in flight at once")
let f = new TelemetryFact
@alloc_ok("the fact pool grows to the most facts in flight at once")
push(telemetry_st.telemetry__fpool, f)
return f
}

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

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@ -8,6 +8,7 @@ export function telemetry_list_end(p: TelemetryProps) -> void { tn_close(p, 93)
function tn_open(p: TelemetryProps, k: string, c: int) -> void {
tp_key(p, k)
sb_byte(p.sb, c)
@alloc_ok("one nesting stack per props record, the first time it nests")
if p.lv == null { p.lv = words(8) }
if p.d < len(p.lv) - 1 { p.d += 1 }
p.lv[p.d] = 0

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@ -76,7 +76,10 @@ export function update_translocated() -> bool {
}
# can this copy update itself? A copy Velopack did not install downloads the game again instead.
export function update_installed(update_st: UpdateState) -> bool {
export function update_installed(update_st: UpdateState) -> bool { return update_st.update__installed }
@alloc_ok("once, when the updater is configured")
function update__installed_now(update_st: UpdateState) -> bool {
if len(update__conf(update_st).root) > 0 { return true }
if update_translocated() { return false }
if update__mac() { return Fs.exists(update_dir() + "/UpdateMac") }

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@ -6,6 +6,7 @@
# played are kept too (a launcher shows them)
export function update_check_tick(update_st: mut UpdateState, show_current: bool) -> void {
if update_st.update__ask == UPDATE_ASK_IDLE {
@alloc_ok("the feed's address: once, when the check starts")
update_st.update__ask_h = UpdateNet.get(update__conf(update_st).feed + "/" + update__conf(update_st).latest)
update_st.update__ask = UPDATE_ASKING
if update_st.update__ask_h < 0 { update_st.update__ask = UPDATE_NONE }
@ -36,16 +37,23 @@ export function update_latest(update_st: UpdateState) -> string { return update_
export function update_shown(update_st: UpdateState) -> bool { return update_st.update__ask == UPDATE_NEWER or update_st.update__ask == UPDATE_CURRENT }
export function update_fresh(update_st: UpdateState) -> bool { return update_st.update__ask == UPDATE_NEWER }
# the notes in this language, else English, else none
export function update_notes(update_st: UpdateState, lang: string) -> []string {
let out = new []string
if update_st.update__notes == null or Value.kind(update_st.update__notes) != 6 { return out }
# the notes in the language the game asked for (update_notes_for), else English, else none
export function update_notes(update_st: UpdateState, lang: string) -> []string { return update_st.update__notes_list }
# the notes kept for this language: filled when the version or the language changes, so the panel
# reading them every frame makes nothing
export function update_notes_for(update_st: mut UpdateState, lang: string) -> void {
if (update_st.update__notes_lang == lang) and (update_st.update__notes_of == update_st.update__latest) { return }
update_st.update__notes_lang = lang
update_st.update__notes_of = update_st.update__latest
let out = update_st.update__notes_list
List.clear(out)
if update_st.update__notes == null or Value.kind(update_st.update__notes) != 6 { return }
var key = lang
if Value.has(update_st.update__notes, key) == 0 { key = "en" }
if Value.has(update_st.update__notes, key) == 0 { return out }
if Value.has(update_st.update__notes, key) == 0 { return }
let l = Value.get(update_st.update__notes, key)
for i in 0 .. Value.count(l) { push(out, Value.as_str(Value.at(l, i))) }
return out
for i in 0 .. Value.count(l) { push(update_st.update__notes_list, Value.as_str(Value.at(l, i))) }
}
# back to before anything was asked or installed (tests)

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