# queries.ludic - what the game (a Settings row, a test) asks, and a reset back to before start export function telemetry_id(telemetry_st: TelemetryState) -> string { return telemetry_st.telemetry__id } export function telemetry_session(telemetry_st: TelemetryState) -> string { return telemetry_st.telemetry__session } export function telemetry_ready(telemetry_st: TelemetryState) -> bool { return telemetry_st.telemetry__ready } export function telemetry_get_config(telemetry_st: TelemetryState) -> TelemetryConfig { return telemetry__conf(telemetry_st) } export function telemetry_fails(telemetry_st: TelemetryState) -> int { return telemetry_st.telemetry__fails } export function telemetry_next_ms(telemetry_st: TelemetryState) -> int { return telemetry_st.telemetry__next_ms } export function telemetry_in_flight(telemetry_st: TelemetryState) -> bool { return telemetry_st.telemetry__h >= 0 } export function telemetry_queued(telemetry_st: TelemetryState) -> int { return telemetry_st.telemetry__n } # a queued line as it will be sent, player mark and all export function telemetry_line(telemetry_st: TelemetryState, i: int) -> string { let sb = sb_new(TELEMETRY_LINE) tr_line_to(telemetry_st, i, sb, null) return text_of(sb.b, sb_len(sb)) } # back to before telemetry_start, ports and config kept (tests; a start after a failed boot) export function telemetry_reset(telemetry_st: mut TelemetryState) -> void { telemetry__drop_request(telemetry_st) telemetry_st.telemetry__ready = false telemetry_st.telemetry__id = "" telemetry_st.telemetry__session = "" if telemetry_st.telemetry__ring != null { tr_clear(telemetry_st) } telemetry_st.telemetry__dirty = false telemetry_st.telemetry__sent_n = 0 telemetry_st.telemetry__next_ms = 0 telemetry_st.telemetry__saved_ms = 0 telemetry_st.telemetry__fails = 0 telemetry_st.telemetry__clock_on = false telemetry_st.telemetry__proc = -1 q_clear(telemetry_facts(telemetry_st)) }