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