nav, physics: Recast's and Detour's memory counted (nav_heap_bytes / _peak / _allocs, a counted allocator registered at load, tile bytes staged from it); package tests that crossing the map and back holds the native bytes
The user's walk showed the footprint rising outside the Ludic heap. Jolt's bytes were already counted; the navmesh's were not, so nothing could see them. Now: - ludic.nav nav_heap_test: fifty crossings of a four-tile map by the resident index hold the tiles in and the native bytes to the first crossing's; a thousand crowd walkers in and out grow nothing; a reset gives back every byte the mesh took. - ludic.physics cross_heap_test: a 1 km map of 64 m chunks kept to a ring round a player crossing corner to corner and back, each chunk a heightfield, twelve owned posts and six owned scaled hulls as the game makes them: six more crossings hold the bodies, the shapes and Jolt's bytes and peak exactly. (A post made as an offset of a cylinder, with only the offset owned, leaked the cylinder every time: the game's solid_pillar owns its cylinder directly.) lib/macos-arm64 rebuilt; lib/windows-x64 needs native/build.sh run on the PC for the new exports. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9 changed files with 226 additions and 7 deletions
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#include <DetourNavMeshQuery.h>
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#include <DetourCommon.h>
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#include <DetourCrowd.h>
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#include <RecastAlloc.h>
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#include <DetourAlloc.h>
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#include <cstring>
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#include <cstdlib>
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#include <cmath>
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#define NAV_SHIM extern "C" __attribute__((visibility("default")))
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#endif
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#include "nav_alloc.inl"
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#ifdef _WIN32
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extern "C" __declspec(dllimport) int __stdcall QueryPerformanceCounter(long long *);
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extern "C" __declspec(dllimport) int __stdcall QueryPerformanceFrequency(long long *);
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