feat(ecs): #80 entity-pool stats (Pool.live/free/reserved/capacity)
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Ludic's ECS is already pool-based — the allocator recycles freed entity slots
through a freelist (L_alloc pops @L_freen before growing @L_entc), and component
storage is fixed per-entity arrays, so spawn/despawn churn (bullet-hell/horde)
does no per-spawn heap allocation and cannot fragment. Expose that with a Pool.*
namespace so a game can watch reuse: Pool.live (alive now), Pool.free (recycled
slots waiting), Pool.reserved (high-water — stays flat across a steady
spawn/despawn loop, proving reuse not reallocation), Pool.capacity (the fixed
cap). Zero-cost inline reads of the existing counters.

Example pool.ludic proves the key property: after despawn+respawn,
Pool.reserved() stays 3 (freed slot reused) — prints 0 0 3 3 0 2 1 3 0 3 1.
4 docs pages. Full suite 118/0, goldens byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 08:23:58 +03:00
parent f2cb3cd7e8
commit 347352cc4c
10 changed files with 25580 additions and 25382 deletions

View file

@ -148,6 +148,21 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
if is_clock_ns(meth) { return emit_clock_ns(meth, e) }
perr(`unknown builtin Clock.{meth}`)
}
# #80 — entity pool stats. The ECS allocator already recycles freed entity slots
# through a freelist (L_alloc pops @L_freen before growing @L_entc), and component
# storage is fixed per-entity arrays — so there is no per-spawn heap allocation or
# fragmentation. Pool.* just reads those counters so a game can watch reuse.
if (ns == "Pool") {
if (meth == "capacity") { return val(itoa(MAX_ENT), "int") } # max entities
if (meth == "reserved") { return val(emit_bind("load i32, ptr @L_entc"), "int") } # slots ever allocated (high-water)
if (meth == "free") { return val(emit_bind("load i32, ptr @L_freen"), "int") } # recycled slots ready for reuse
if (meth == "live") { # currently alive = reserved - free
let ec = emit_bind("load i32, ptr @L_entc")
let fr = emit_bind("load i32, ptr @L_freen")
return val(emit_bind(`sub i32 {ec}, {fr}`), "int")
}
perr(`unknown builtin Pool.{meth}`)
}
var bare: pointer = null
let labels = new []pointer
if (ns == "Screen") {