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>
ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v),
q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding
facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)).
ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no
longer uses, nor anything it calls, and the argument that fills it - including an argument for a
parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is
told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would
make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
1804 vars into 126 states, 64 into lets; 23498 edits in 460 files
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Events are encoded once into lines held in memory; a batch is the first
lines joined, with the player id put in where a mark stood, POSTed on
Http's own thread every flush_ms or at flush_at events; a failure keeps
its lines and doubles the wait up to backoff_max; the queue is on disk
every save_ms and read back at the next start; off (the enabled port)
drops the request in flight, empties the queue and deletes the file; and
a run that may not send (can_send) keeps nothing. The player id is the
machine's own id (MachineGuid, IOPlatformUUID, /etc/machine-id) hashed
with the game's salt, else random; it lives in the game's id file beside
whatever else the game keeps there.
Ports: TelemetryWorld (can_send, enabled, now_ms, stamp) and
TelemetryTransport (send, poll, drop; unbound: Http). Config is a record
(host, key, path, lib, queue_file, id_file, id_salt, and the timings).
Facts: TELEMETRY_SENT, _FAILED, _ID. Not a System: it runs from a
launcher's first frame, before any world exists.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>