/* event_probe.c - which of the game's EVENTS fire when? (item 147) * * The game's rules talk through one event bus: subscribe(_, id, handler, prio) puts a * handler on id's list (ids 0..207), and dispatch(id, arg) calls every handler on that * list in priority order. This instrument hooks both, and the game's tick: * * subscribe every registration: id, handler, priority, caller, thread * dispatch per-id counts per WINDOW (a window runs from one mark to the next), and * the first FIRST_CALLS calls of each id in each window with their argument, * caller, thread, the player up and the game's mode mask * tick `first tick` (with the whole table, handler by handler), then twice a * second: /dump/event.mark "