ludic/changes/chunked-keys.md

534 B

bump: patch type: fix A chunked table's keys are unique across its map, and not interned. A row's id is (map, key), so a tree moved into another chunk keeps it, and ludicc --check refuses a key written in two of a map's chunk files, naming both. The keys are no longer interned: interning every key a player walked past would have filled the bounded intern table and kept them all for good. A chunk slot keeps its keys in its own buffers, rewritten in place when the slot is refilled; intern(row.key) keeps one past _out.