ludic/packages/ludic.telemetry/queries.ludic

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# 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 {
if telemetry_st.telemetry__q == null { return 0 }
return len(telemetry_st.telemetry__q)
}
# a queued line as it will be sent, player mark and all
export function telemetry_line(telemetry_st: TelemetryState, i: int) -> string { return telemetry_st.telemetry__q[i] }
# 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 = ""
telemetry_st.telemetry__q = null
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))
}