fix(leaks): what play allocated every frame and never freed - a shadow uniform's name, the Tick, a ridden vehicle's moves
Found with malloc_history over 1200 frames of play without the interface (the first Ludic function on each allocating stack, live bytes at two marks): sh_loc built `name + "[0]"` per program per pass per frame - 24.6 MB of 33 in the window; its callers pass both names as literals now. tick_set fills the frame loop's one Tick instead of tick_new making one a frame. A ridden boat or horse said VEHICLE_MOVED as a new fact every frame; the metres are added up in VehiclesState and taken once (vehicle_moved_take / _kind / _x / _z). Play's growth without the interface: 92 -> 14.7 MB a minute (maroon-lake tests/leakcheck.sh); what is left is phys_push (Physics' fix on lang/nav) and the HUD's strings. Packages 407, ludic-dev test 305 pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9 changed files with 47 additions and 10 deletions
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@ -14,6 +14,14 @@ export const PH_COMMIT: int = 4
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export const PH_PRESENT: int = 5
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export const PH_COUNT: int = 6
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# the same Tick filled again: the frame loop keeps one and hands it on, rather than a new one a frame
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export function tick_set(t: Tick, dt: float, frame: int, hours: float) -> Tick {
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t.dt = dt
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t.frame = frame
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t.hours = hours
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return t
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}
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export function tick_new(dt: float, frame: int, hours: float) -> Tick {
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let t = new Tick
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t.dt = dt
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@ -232,8 +232,10 @@ function shadow_dump(render3d_st: mut Render3dState) -> void {
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}
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# a uniform array's location: some drivers only answer to the "[0]" spelling
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function sh_loc(render3d_st: Render3dState, prog: int, name: string) -> int {
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var loc = gpu_uniform(render3d_st, prog, name + "[0]")
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# an array uniform by its first element's name, else its bare one; both names are literals, because
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# building `name + "[0]"` here made a string per program per pass per frame that was never freed
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function sh_loc(render3d_st: Render3dState, prog: int, first: string, name: string) -> int {
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var loc = gpu_uniform(render3d_st, prog, first)
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if loc < 0 { loc = gpu_uniform(render3d_st, prog, name) }
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return loc
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}
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@ -252,10 +254,10 @@ function shadow_bind(render3d_st: mut Render3dState, prog: int) -> void {
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if loc < 0 { loc = gpu_uniform(render3d_st, prog, "u_cascade_vp") }
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if render3d_st.r3d_debug_shadow and not render3d_st.sh_printed { render3d_st.sh_printed = true; print(`cascade vp loc {loc} / {gpu_uniform(render3d_st, prog, "u_cascade_vp")} split loc {gpu_uniform(render3d_st, prog, "u_cascade_split")} shadow loc {gpu_uniform(render3d_st, prog, "u_shadow")}`) }
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u_mat4n(render3d_st, loc, SHADOW_CASCADES, render3d_st.sh_vp)
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_split"), SHADOW_CASCADES, render3d_st.sh_split)
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_split[0]", "u_cascade_split"), SHADOW_CASCADES, render3d_st.sh_split)
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if render3d_st.r3d_debug_shadow and not render3d_st.sh_printed3 { render3d_st.sh_printed3 = true; print(`range {fixed(render3d_st.sh_range[0])} {fixed(render3d_st.sh_range[1])} {fixed(render3d_st.sh_range[2])} {fixed(render3d_st.sh_range[3])} texel*1000 {fixed(render3d_st.sh_texel[0] * 1000.0)} {fixed(render3d_st.sh_texel[1] * 1000.0)} {fixed(render3d_st.sh_texel[2] * 1000.0)} {fixed(render3d_st.sh_texel[3] * 1000.0)} locs {gpu_uniform(render3d_st, prog, "u_cascade_range")} {gpu_uniform(render3d_st, prog, "u_cascade_texel")}`) }
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_range"), SHADOW_CASCADES, render3d_st.sh_range)
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_range[0]", "u_cascade_range"), SHADOW_CASCADES, render3d_st.sh_range)
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if r3d_env_has(render3d_st, "R3D_FORCE") { render3d_st.sh_force = Text.to_int(r3d_env(render3d_st, "R3D_FORCE")) }
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u_i(render3d_st, gpu_uniform(render3d_st, prog, "u_force_cascade"), render3d_st.sh_force)
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_texel"), SHADOW_CASCADES, render3d_st.sh_texel)
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u_fv(render3d_st, sh_loc(render3d_st, prog, "u_cascade_texel[0]", "u_cascade_texel"), SHADOW_CASCADES, render3d_st.sh_texel)
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}
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@ -5,7 +5,7 @@ const VE_HORSE_GALLOP: float = 11.0
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const VE_HORSE_ACC: float = 4.0
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const VE_HORSE_TURN: float = 1.6
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function ve_ride_horse(vehicles_st: VehiclesState, v: Vehicle, ix: float, iz: float, run: bool, dt: float) -> void {
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function ve_ride_horse(vehicles_st: mut VehiclesState, v: Vehicle, ix: float, iz: float, run: bool, dt: float) -> void {
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var top = VE_HORSE_WALK
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if run and v.fuel > 5.0 { top = VE_HORSE_GALLOP }
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v.speed = v.speed + Math.clamp(iz * top - v.speed, -VE_HORSE_ACC * dt, VE_HORSE_ACC * dt)
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@ -29,7 +29,7 @@ function ve_ride_horse(vehicles_st: VehiclesState, v: Vehicle, ix: float, iz: fl
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# the legs carry it from where it is; what they covered along its heading is its speed now, never
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# more than was asked, so a trunk or a rise it cannot take brings it to a stand
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function ve_legs_walk(vehicles_st: VehiclesState, v: Vehicle, vx: float, vz: float, dt: float) -> void {
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function ve_legs_walk(vehicles_st: mut VehiclesState, v: Vehicle, vx: float, vz: float, dt: float) -> void {
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if not VehicleLegs.walk(v.nid, v.x, v.y, v.z, vx, vz, dt) { return }
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let dx = VehicleLegs.x() - v.x
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let dz = VehicleLegs.z() - v.z
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@ -39,7 +39,7 @@ function ve_legs_walk(vehicles_st: VehiclesState, v: Vehicle, vx: float, vz: flo
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let got = (dx * -Math.sin(v.yaw) + dz * -Math.cos(v.yaw)) / dt
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if v.speed > 0.0 { v.speed = Math.clamp(got, 0.0, v.speed) } else { v.speed = Math.clamp(got, v.speed, 0.0) }
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let moved = Math.sqrt(dx * dx + dz * dz)
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if moved > 0.0 { ve_say(vehicles_st, VEHICLE_MOVED, v, moved) }
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if moved > 0.0 { ve_moved_add(vehicles_st, v, moved) }
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}
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# a gallop spends stamina and a walk gives it back; every metre costs hay
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@ -13,6 +13,7 @@ import "call.ludic"
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import "keep.ludic"
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import "mount.ludic"
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import "ride.ludic"
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import "moved.ludic"
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import "horse.ludic"
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import "legs.ludic"
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import "system.ludic"
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19
packages/ludic.vehicles/moved.ludic
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19
packages/ludic.vehicles/moved.ludic
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@ -0,0 +1,19 @@
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# moved.ludic - the ground the ridden vehicle covers, added up rather than said a frame at a time: a
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# fact a frame was a new record a frame, and Ludic frees nothing. The game takes the sum when it asks.
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function ve_moved_add(vehicles_st: mut VehiclesState, v: Vehicle, d: float) -> void {
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vehicles_st.ve_moved += d
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vehicles_st.ve_moved_kind = v.kind
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vehicles_st.ve_moved_x = v.x
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vehicles_st.ve_moved_z = v.z
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}
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# the metres covered since the last take (0 when nothing moved), and the sum starts again
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export function vehicle_moved_take(vehicles_st: mut VehiclesState) -> float {
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let d = vehicles_st.ve_moved
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vehicles_st.ve_moved = 0.0
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return d
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}
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# what covered them, and where it was when it last moved
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export function vehicle_moved_kind(vehicles_st: VehiclesState) -> int { return vehicles_st.ve_moved_kind }
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export function vehicle_moved_x(vehicles_st: VehiclesState) -> float { return vehicles_st.ve_moved_x }
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export function vehicle_moved_z(vehicles_st: VehiclesState) -> float { return vehicles_st.ve_moved_z }
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@ -43,6 +43,10 @@ export state VehiclesState {
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ve_kept_boat: bool = false
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ve_kept_food: float = 40.0
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ve_ids: int = 0
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ve_moved: float = 0.0 # metres the ridden vehicle covered since the game last took them
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ve_moved_kind: int = 0
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ve_moved_x: float = 0.0
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ve_moved_z: float = 0.0
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ve_sx: float = 0.0
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ve_sz: float = 0.0
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ve: VehicleTable = ve__new()
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@ -20,7 +20,7 @@ function ve_row(vehicles_st: mut VehiclesState, v: Vehicle, ix: float, iz: float
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let take = ve_swell(vehicles_st, v, iz, dt)
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VehicleHull.row(v.nid, iz * VE_ROW * (1.0 - take), -ix * VE_ROW_TURN)
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let d = Math.abs(v.speed) * dt
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if d > 0.0 { ve_say(vehicles_st, VEHICLE_MOVED, v, d) }
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if d > 0.0 { ve_moved_add(vehicles_st, v, d) }
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}
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# where the hull is now, and how fast it goes along its bow
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@ -11,6 +11,7 @@ export function vehicles_reset(vehicles_st: mut VehiclesState) -> void {
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tb_clear(vehicles_st.ve.tab)
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imap_clear(vehicles_st.ve.nids)
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vehicles_st.ve_cur = null
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vehicles_st.ve_moved = 0.0
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vehicles_st.ve_have_dock = false
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vehicles_st.ve_swell_said = 0.0
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vehicles_st.ve_kept_horse = false
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@ -236,7 +236,9 @@ program VehiclesTest {
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vehicle_mount(vehicles_st, h)
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ride(physics_st, vehicles_st, 0.0, 1.0, false, 3.0)
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expect_near(h.speed, 4.5, 0.05)
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expect(count(facts(vehicles_st), VEHICLE_MOVED) > 100)
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expect(vehicle_moved_take(vehicles_st) > 10.0) # 3 s at 4.5 m/s, added up
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expect_eq(vehicle_moved_kind(vehicles_st), VEHICLE_HORSE)
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expect_near(vehicle_moved_take(vehicles_st), 0.0, 0.0001)
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ride(physics_st, vehicles_st, 0.0, 1.0, true, 3.0)
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expect_near(h.speed, 11.0, 0.1)
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expect(h.fuel < 100.0)
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