CUSTOM MAGIC CODES - WORK POLICY UPDATE

You do not need to rebuild existing API 1 or API 2 mods for this repair.
Installing more mods no longer splits a single allowance of 128 SDK calls
between them. Reading settings, looking up symbols, reading resources and
calling another mod are not counted as native game calls.

Each package gets its own work ledger for the current execution transaction.
Callbacks, mod-to-mod events and native re-entry all use that same ledger.
Calling another mod and returning cannot refill either package's allowance.
Real game calls are charged once, at the reviewed native dispatcher, including
game calls made internally by higher-level SDK operations.

Compact keeps its 32 KiB heap and 100,000-instruction base; standard keeps
64 KiB and 200,000; large keeps 256 KiB and 500,000. API 1 uses the standard
base. Drawing gets twice the instruction headroom and loading/initialization
gets eight times. Actual native game calls have a base watchdog of at least
512 calls per package (large: 1024), multiplied by eight during loading.
These are runaway-code safety checks, not a target for per-frame work.

There is no combined 2,000,000-instruction/1024-call profile admission ceiling.
The existing code RAM, package/heap, permission, native stack, recursion,
archive, handle, race roster and exclusive-system rules still apply. They
must not be bypassed to turn invalid data or an infinite loop into a hang.

runtime.log separates SDK helpers, actual native calls and cross-mod calls.
Failure details identify the package, callback, policy, phase and counts.
SDK diagnostic native-call metrics now mean actual game calls. Nested calls
are attributed to their executing package; CPU timing is local telemetry,
never an input to online simulation or whether a callback is accepted.

Both online peers must use this same complete build. The policy is included
in the frozen code identity and the portable rollback build identity. Nothing
in this change chooses a different save or rewrites installed mod packages.
