I want to be able to update the allow list without worrying about clobbering state that tracks utilization of spots. For example, I create an event where principal X has two spots. Principal X uses one spot. I decide that instead principal X should have three spots, and call launchpadEventUpdate. With current code, principal X now has three spots, even though they already used one of their original two. I would prefer if spot utilization was stored in a separate data structure from spot allocation, so that we didn't need to worry about losing that state.
I want to be able to update the allow list without worrying about clobbering state that tracks utilization of spots. For example, I create an event where principal X has two spots. Principal X uses one spot. I decide that instead principal X should have three spots, and call
launchpadEventUpdate. With current code, principal X now has three spots, even though they already used one of their original two. I would prefer if spot utilization was stored in a separate data structure from spot allocation, so that we didn't need to worry about losing that state.