fence: declared but unbounded, and a rewarm that keeps the warm-up's deadline
Two blind spots from the windowed walk, where the heap grew about 1 MB a minute and the census read `frames 0 bad 0 kept 0`: - @alloc_ok memory was never held to its reason. Every R3D_ALLOC_DWIN judged frames (600) each site's declared bytes are set against their high-water mark: a new high adds to a streak, a flat window takes one off, a fall ends it. R3D_ALLOC_DRISE (6) is "declared but unbounded", said once per site with its line; fail mode exits 86. The census adds `unbounded N` and a `dsite` row per declared site by its growth since judging began. A list pushed forever grows by doubling, rising too seldom to make a streak; a record or text made every time (a re-mount's defaults) is what it catches. - Mem.play() (every screen opened) restarted the warm-up, so memory kept every frame was never flat, the cap never came, and nothing was ever judged. A rewarm now keeps the first deadline, and past it has R3D_ALLOC_REWARM frames (120) of grace. Goldens: alloc_fence_unbounded (a record a frame under @alloc_ok: exit 86, named, census unbounded 1); alloc_fence_rewarm (kept every frame, Mem.play() every 360: judged and failed at frame 3000 - the toolchain before this runs all 6000 frames and exits 0). alloc_fence_leak, _declared, _auto, alloc_ok_private and the four arena goldens unchanged; the game's frame ratchets 0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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