//! Thread-specific effect state management.
use crate::effects::{Effect, EffectContext};
use std::time::SystemTime;
/// Effect state for a specific thread.
#[derive(Debug, Clone)]
pub struct ThreadEffectState {
/// Current effect context for this thread
pub context: EffectContext,
/// Effects currently active in this thread
pub active_effects: Vec<Effect>,
/// Generation counter for this thread's effects
pub generation: u64,
/// Last update timestamp
pub last_updated: SystemTime,
}