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perf: hoist update() inner functions out of the tick path
updateIfIdle and updateIfWaitingToRoll were declared inside update(), allocating two closures on every 32ms tick. They are now module-level functions receiving the state explicitly. Behaviour is unchanged, as proven by the characterisation suite. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PVTnCfesGNGwPQJwJ9FwoD
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@@ -637,7 +637,7 @@ export function updateCore(state: RuntimeState): UpdateResult {
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// 2. are we waiting to roll?
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if (state.timer.playback === Playback.Roll && state.timer.secondaryTimer !== null) {
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const clockHasCrossedMidnight = hasCrossedMidnight(previousClock, now);
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return updateIfWaitingToRoll(clockHasCrossedMidnight);
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return updateIfWaitingToRoll(state, clockHasCrossedMidnight);
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}
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// 3. at this point we know that we are playing an event
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@@ -674,36 +674,38 @@ export function updateCore(state: RuntimeState): UpdateResult {
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getExpectedTimesCore(state);
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return { hasTimerFinished: finishedNow, hasSecondaryTimerFinished: false };
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}
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function updateIfIdle() {
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// if nothing is running, nothing to do
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return { hasTimerFinished: false, hasSecondaryTimerFinished: false };
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// module level so the hot path does not allocate a closure on every tick
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function updateIfIdle(): UpdateResult {
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// if nothing is running, nothing to do
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return { hasTimerFinished: false, hasSecondaryTimerFinished: false };
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}
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// module level so the hot path does not allocate a closure on every tick
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function updateIfWaitingToRoll(state: RuntimeState, hasCrossedMidnight: boolean): UpdateResult {
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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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if (state.eventNow === null || state._timer.secondaryTarget === null) {
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throw new Error('runtimeState.updateIfWaitingToRoll: invalid state received');
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}
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}
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function updateIfWaitingToRoll(hasCrossedMidnight: boolean) {
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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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if (state.eventNow === null || state._timer.secondaryTarget === null) {
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throw new Error('runtimeState.updateIfWaitingToRoll: invalid state received');
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}
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}
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// account for offset
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const offsetClock = state.clock + state.offset.absolute;
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state.timer.phase = TimerPhase.Pending;
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// account for offset
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const offsetClock = state.clock + state.offset.absolute;
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state.timer.phase = TimerPhase.Pending;
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if (hasCrossedMidnight) {
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// if we crossed midnight, we need to update the target
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// this is the same logic from the roll function
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state._timer.secondaryTarget = normaliseRollStart(state.eventNow.timeStart, offsetClock) as TimeOfDay;
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}
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state.timer.secondaryTimer = state._timer.secondaryTarget! - offsetClock;
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return {
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hasTimerFinished: false,
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hasSecondaryTimerFinished: state.timer.secondaryTimer <= 0,
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};
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if (hasCrossedMidnight) {
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// if we crossed midnight, we need to update the target
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// this is the same logic from the roll function
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state._timer.secondaryTarget = normaliseRollStart(state.eventNow.timeStart, offsetClock) as TimeOfDay;
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}
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state.timer.secondaryTimer = state._timer.secondaryTarget! - offsetClock;
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return {
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hasTimerFinished: false,
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hasSecondaryTimerFinished: state.timer.secondaryTimer <= 0,
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};
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}
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export function roll(
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