Probe
Named, persistent output channels, keyed and long-lived. Any caller on any thread does Probe.emit("hits", ...) and a later execute_code reads it with Probe.segments("hits") — a patch handler is the motivating case, not the contract, and nothing here references Patches. Channels live in the game loader (single identity) and survive across evals, so what a channel holds accumulates until explicitly cleared.
Reads hand back immutable chunks, never one joined string, so the O(channel) cost of materializing is written where it is paid. Nothing is dropped or annotated on the way out either: the consumer is script CODE, and an injected note would land in whatever parses the result.
Channels are unbounded and nothing reclaims them — a probe on a hot method grows without limit, and is warned about in the game log (see Buffer). Reclaiming is the caller's: mute freezes a channel (new writes dropped, content kept), clear empties one, resetAll drops them all.