ludic/packages/ludic.telemetry/facts.ludic
Orkuncakilkaya 3ac1179440 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>
2026-09-28 20:13:06 +03:00

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# facts.ludic - a fact's record reused (the ludic.wildlife idiom): a batch sent or failed is a fact
# a fact record no drain holds any more, made (and kept) only when every one is held
function telemetry__fact_record(telemetry_st: mut TelemetryState) -> TelemetryFact {
if telemetry_st.telemetry__fnext[0] >= len(telemetry_st.telemetry__ffree) {
q_unheld(telemetry_st.telemetry__facts, telemetry_st.telemetry__fpool, telemetry_st.telemetry__ffree)
telemetry_st.telemetry__fnext[0] = 0
}
if telemetry_st.telemetry__fnext[0] < len(telemetry_st.telemetry__ffree) {
let f = telemetry_st.telemetry__ffree[telemetry_st.telemetry__fnext[0]]
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
}