frame allocs (25.2): ludic.anim's quaternion scratch in its state's defaults, its skeleton scratch and missing-bone line declared; ludic.fishing's fact records made at the start (64) as the others'

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 16:21:25 +03:00
parent 8dfcccad41
commit 01d3aa725f
7 changed files with 23 additions and 11 deletions

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@ -2,6 +2,7 @@
# with the same bone names, and skin_find's first hit in the file belongs to whichever came first # with the same bone names, and skin_find's first hit in the file belongs to whichever came first
export function skin_joint(sk: Skin, name: string) -> int { export function skin_joint(sk: Skin, name: string) -> int {
let i = skin_joint_quiet(sk, name) let i = skin_joint_quiet(sk, name)
@alloc_ok("a line for a bone the rig does not have: a fault to fix, said as it happens")
if i < 0 { print(`skin: no joint {name} in this skin`) } if i < 0 { print(`skin: no joint {name} in this skin`) }
return i return i
} }

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@ -19,9 +19,9 @@ export property Clip {
export state AnimState { export state AnimState {
clips: []Clip = new []Clip clips: []Clip = new []Clip
positions: bool = false positions: bool = false
q_a: floats = null q_a: floats = floats(4)
q_b: floats = null q_b: floats = floats(4)
q_cur: floats = null q_cur: floats = floats(4)
parts: []floats = null parts: []floats = null
rot_s: floats = null rot_s: floats = null
pos_s: floats = null pos_s: floats = null

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@ -4,11 +4,6 @@
export function anim_mix(anim_st: mut AnimState, c: Clip, sk: Skin, t: float, w: float, rot: floats, pos: floats, hit: words) -> void { export function anim_mix(anim_st: mut AnimState, c: Clip, sk: Skin, t: float, w: float, rot: floats, pos: floats, hit: words) -> void {
if c == null or sk == null { return } if c == null or sk == null { return }
if anim_st.q_a == null {
anim_st.q_a = floats(4)
anim_st.q_b = floats(4)
anim_st.q_cur = floats(4)
}
var tt = t var tt = t
if c.dur > 0.0 { tt = t % c.dur } if c.dur > 0.0 { tt = t % c.dur }
for ch in 0 .. c.n { for ch in 0 .. c.n {

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@ -49,6 +49,7 @@ export function anim_to_pose(anim_st: mut AnimState, sk: Skin, rot: floats, pos:
} }
# The scratch is made ONCE and grown, never allocated per call: a call is per actor per frame. # The scratch is made ONCE and grown, never allocated per call: a call is per actor per frame.
@alloc_ok("grown once to the largest skeleton posed, kept after")
function scratch(anim_st: mut AnimState, n: int) -> void { function scratch(anim_st: mut AnimState, n: int) -> void {
if anim_st.cap >= n { return } if anim_st.cap >= n { return }
anim_st.rot_s = floats(n * 4) anim_st.rot_s = floats(n * 4)

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@ -11,9 +11,24 @@ function fishing_fact_record(fishing_st: mut FishingState) -> FishingFact {
fishing_st.fishing_fnext[0] += 1 fishing_st.fishing_fnext[0] += 1
return f return f
} }
return fishing_fact_more(fishing_st)
}
@alloc_ok("a new peak of facts held at once, past the 64 made at the start; kept and reused")
function fishing_fact_more(fishing_st: mut FishingState) -> FishingFact {
let f = new FishingFact let f = new FishingFact
push(fishing_st.fishing_fpool, f) push(fishing_st.fishing_fpool, f)
return f return f
} }
# the records made at the start, with a free list of room for them all
function fishing_fpool_new() -> []FishingFact {
let l = new []FishingFact
for i in 0 .. 64 { push(l, new FishingFact) }
return l
}
function fishing_ffree_new() -> []FishingFact {
let l = fishing_fpool_new()
List.clear(l)
return l
}
# how many fact records have ever been made: the peak held at once, not the facts said # how many fact records have ever been made: the peak held at once, not the facts said
export function fishing_fact_records(fishing_st: FishingState) -> int { return len(fishing_st.fishing_fpool) } export function fishing_fact_records(fishing_st: FishingState) -> int { return len(fishing_st.fishing_fpool) }

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@ -25,8 +25,8 @@ export state FishingState {
fishing_run_next: float = 0.0 fishing_run_next: float = 0.0
fishing_dice: Rng = null fishing_dice: Rng = null
fishing_fact_q: Queue<FishingFact> = fishing_fact_q__new() fishing_fact_q: Queue<FishingFact> = fishing_fact_q__new()
fishing_fpool: []FishingFact = new []FishingFact # every fact record made, reused once no drain holds it (facts.ludic) fishing_fpool: []FishingFact = fishing_fpool_new() # every fact record made, reused once no drain holds it (facts.ludic)
fishing_ffree: []FishingFact = new []FishingFact fishing_ffree: []FishingFact = fishing_ffree_new()
fishing_fnext: []int = words(1) fishing_fnext: []int = words(1)
fishing_n: int = 0 # the record: caught, the biggest (cm), a legend landed fishing_n: int = 0 # the record: caught, the biggest (cm), a legend landed
fishing_big: int = 0 fishing_big: int = 0

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@ -268,6 +268,6 @@ program FishingTest {
facts(fishing_st) facts(fishing_st)
} }
print(`fishing: 50 fish, {fishing_fact_records(fishing_st)} fact records made`) print(`fishing: 50 fish, {fishing_fact_records(fishing_st)} fact records made`)
expect(fishing_fact_records(fishing_st) < 30) expect_eq(fishing_fact_records(fishing_st), 64)
} }
} }