ludic.base, ludic.wildlife, ludic.npc: fact records reused, not made per fact

wl_fact made a new WildFact per fact, about one a frame, and Ludic never gives one back. ludic.base's q_unheld(q, pool, out) lists the records a queue no longer holds: neither waiting nor handed out by its last drain, which is good until the next drain. ludic.wildlife and ludic.npc now keep a pool, hand out a free record, and make a new one only when every record is held. Taking a record writes the state, so wl_fact / np_fact and the few callers holding their state read-only take it mut. Tests: q_unheld's rules (an empty drain holds on, the safe side); 3000 prints drained frame by frame use at most 4 records; 500 arrivals drained turn by turn use at most 4. base 37, wildlife 27, npc 17; all packages 420.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 01:58:19 +03:00
parent 3e3c6088fb
commit fe2d2bacd7
13 changed files with 129 additions and 10 deletions

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@ -56,6 +56,20 @@ export function q_clear<T>(q: Queue<T>) -> void {
q.tag.pending = 0
}
# pool's records the queue no longer holds - neither waiting nor handed out by the last drain - put
# into out (cleared first): what a package may fill again instead of making a new record per fact
export function q_unheld<T>(q: Queue<T>, pool: []T, out: []T) -> int {
List.clear(out)
for i in 0 .. len(pool) {
let r = pool[i]
var held = false
for j in 0 .. len(q.items) { if q.items[j] == r { held = true } }
for j in 0 .. len(q.spare) { if q.spare[j] == r { held = true } }
if not held { push(out, r) }
}
return len(out)
}
# a queue's tag, for core_undrained: queues of different facts in one list
export function q_tag<T>(q: Queue<T>) -> QueueTag { return q.tag }

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@ -36,6 +36,32 @@ program QueueTest {
expect(cs[0].weight == 1.5)
}
# waiting and last handed out are held; what an earlier drain handed out is free again
function unheld_case() -> void {
let q: Queue<Caught> = queue_new("caught")
let a = caught(1, 1.0)
let b = caught(2, 2.0)
let c = caught(3, 3.0)
let pool = new []Caught
push(pool, a)
push(pool, b)
push(pool, c)
let free = new []Caught
q_push(q, a)
expect_eq(q_unheld(q, pool, free), 2)
q_drain(q)
q_push(q, b)
expect_eq(q_unheld(q, pool, free), 1)
expect(free[0] == c)
q_drain(q)
expect_eq(q_unheld(q, pool, free), 2)
q_drain(q)
expect_eq(q_unheld(q, pool, free), 2) # an empty drain swaps nothing: b stays held, the safe side
q_push(q, a)
q_drain(q)
expect_eq(q_unheld(q, pool, free), 2) # b is free at last, a is handed out
}
function clear_case() -> void {
let q: Queue<string> = queue_new("words")
q_push(q, "a")
@ -107,6 +133,7 @@ program QueueTest {
test "an empty drain allocates nothing, and a drained list is the caller's" () { empty_case() }
test "a queue holds records" () { record_case() }
test "clear drops what is waiting" () { clear_case() }
test "a pool's records are free once no drain holds them" () { unheld_case() }
test "a queue's element type is told by the queue alone" () { infer_case() }
test "the undrained queues are named, and a drain clears the report" () { undrained_case() }
}

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@ -30,7 +30,7 @@ function np_turns(act: int) -> bool {
}
# a player who came within notice since the last look is greeted - once, until they walk off
export function npc_notice(npc_st: NpcState, p: NpcPerson) -> void {
export function npc_notice(npc_st: mut NpcState, p: NpcPerson) -> void {
let reach = NpcKinds[p.kind].notice
for i in 0 .. NpcWorld.players() {
if i >= 30 { break }

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@ -13,6 +13,9 @@ export state NpcState {
np_n: int = 0 # walkers about
np_dice: Rng = rng_new(20260925)
np_facts: Queue<NpcFact> = np_facts__new()
np_fpool: []NpcFact = new []NpcFact # every fact record made, reused once no drain holds it
np_ffree: []NpcFact = new []NpcFact
np_fnext: int = 0
np_next_h: float = 0.0 # the hour the census is next looked at
np_hold: bool = false # held where they stand (a shot of their poses)
np_mirror: bool = false # a guest drawing a host's: no routine runs here
@ -29,8 +32,8 @@ export function npc_facts(npc_st: NpcState) -> Queue<NpcFact> {
return npc_st.np_facts
}
function np_fact(npc_st: NpcState, what: int, p: NpcPerson, player: int) -> NpcFact {
let f = new NpcFact
function np_fact(npc_st: mut NpcState, what: int, p: NpcPerson, player: int) -> NpcFact {
let f = np_fact_record(npc_st)
f.what = what
f.person = p.id
f.slot = p.slot

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@ -101,4 +101,20 @@ program NpcWayTest {
expect_eq(p.act, NPCA_SIT)
expect(p.phase > 100.0)
}
test "an arrival a turn, drained each turn, makes a few fact records and then reuses them" (npc_st: mut NpcState, npc_tests_fake_st: mut NpcTestsFakeState, way_test_st: WayTestState) {
fk_setup(npc_st, npc_tests_fake_st)
npc_tests_fake_st.fk_want = 1
let p = npc_spawn(npc_st, NPCK_HIKER)
var arrived = 0
for k in 0 .. 500 {
npc_set_at(p, 0.0, 0.0)
npc_go(npc_st, p, 0.5, 0.0, NPCA_SIT, 30.0)
npc_tick(npc_st, 0.05)
let fs = q_drain(npc_facts(npc_st))
for i in 0 .. len(fs) { if fs[i].what == NPC_F_ARRIVED { arrived += 1 } }
}
expect(arrived > 400)
expect(npc_fact_records(npc_st) <= 4)
}
}

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@ -4,7 +4,7 @@
export const NPC_STUCK_DETOUR: int = 0 # a step round what was in front of it
export const NPC_STUCK_RETRY: int = 1 # no closer for twenty seconds, or no step round: planned again
export const NPC_STUCK_GAVE_UP: int = 2 # the third of those: the target given up
function np_stuck_fact(npc_st: NpcState, p: NpcPerson, how: int) -> void {
function np_stuck_fact(npc_st: mut NpcState, p: NpcPerson, how: int) -> void {
let f = np_fact(npc_st, NPC_F_STUCK, p, -1)
f.how = how
f.x = p.x
@ -77,3 +77,26 @@ export function npc_moved(p: NpcPerson, x: float, z: float, vx: float, vz: float
if vx * vx + vz * vz > 0.01 { p.yaw = Math.atan2(-vx, -vz) }
p.phase = p.phase + Math.sqrt(dx * dx + dz * dz) * 2.6
}
# a fact record no drain holds any more, made fresh (and kept) only when every one is held
function np_fact_record(npc_st: mut NpcState) -> NpcFact {
if npc_st.np_fnext >= len(npc_st.np_ffree) {
q_unheld(npc_st.np_facts, npc_st.np_fpool, npc_st.np_ffree)
npc_st.np_fnext = 0
}
if npc_st.np_fnext < len(npc_st.np_ffree) {
let f = npc_st.np_ffree[npc_st.np_fnext]
npc_st.np_fnext += 1
f.line = -1
f.choice = -1
f.how = 0
f.x = 0.0
f.z = 0.0
return f
}
let f = new NpcFact
push(npc_st.np_fpool, f)
return f
}
# how many fact records have ever been made: the peak held at once, not the facts pushed
export function npc_fact_records(npc_st: NpcState) -> int { return len(npc_st.np_fpool) }

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@ -84,7 +84,7 @@ function wl_land(wildlife_st: mut WildlifeState, a: WildAnimal, dh: float, dt: f
}
# on the ground it pecks at seed or takes a drink at the water's edge; it leaves no droppings
function wl_perch(wildlife_st: WildlifeState, a: WildAnimal, dh: float, dt: float) -> void {
function wl_perch(wildlife_st: mut WildlifeState, a: WildAnimal, dh: float, dt: float) -> void {
a.speed = 0.0
a.y = WildlifeWorld.ground(a.x, a.z)
a.bank = 0.0

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@ -32,8 +32,31 @@ export function wildlife_facts(wildlife_st: WildlifeState) -> Queue<WildFact> {
return wildlife_st.wl_facts
}
function wl_fact(wildlife_st: WildlifeState, what: int, a: WildAnimal) -> WildFact {
# a fact record: one no drain holds any more, made fresh (and kept) only when every one is held - a
# fact is pushed about once a frame, and a record a frame is never given back
function wl_fact_record(wildlife_st: mut WildlifeState) -> WildFact {
if wildlife_st.wl_fnext[0] >= len(wildlife_st.wl_ffree) {
q_unheld(wildlife_st.wl_facts, wildlife_st.wl_fpool, wildlife_st.wl_ffree)
wildlife_st.wl_fnext[0] = 0
}
if wildlife_st.wl_fnext[0] < len(wildlife_st.wl_ffree) {
let f = wildlife_st.wl_ffree[wildlife_st.wl_fnext[0]]
wildlife_st.wl_fnext[0] += 1
f.player = 0
f.lure = 0
f.owner = -1
f.diet = 0
return f
}
let f = new WildFact
push(wildlife_st.wl_fpool, f)
return f
}
# how many fact records have ever been made: the peak held at once, not the facts pushed
export function wildlife_fact_records(wildlife_st: WildlifeState) -> int { return len(wildlife_st.wl_fpool) }
function wl_fact(wildlife_st: mut WildlifeState, what: int, a: WildAnimal) -> WildFact {
let f = wl_fact_record(wildlife_st)
f.what = what
f.key = a.key
f.nid = a.nid

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@ -64,7 +64,7 @@ function wl_charge(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dh: f
# Four postures read off the alert. Staring is a REACTION, not a condition: each times out and
# hands the animal back to its business, and only a fresh rise above `seen` looks up again.
function wl_posture(wildlife_st: WildlifeState, a: WildAnimal, np: int, dt: float) -> void {
function wl_posture(wildlife_st: mut WildlifeState, a: WildAnimal, np: int, dt: float) -> void {
if wl_sp(wildlife_st, a.sp).tame or a.state == WILD_EAT { return }
if a.alert > 95.0 {
if a.state != WILD_FLEE {

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@ -86,7 +86,7 @@ function wl_bird_seed(wildlife_st: WildlifeState, a: WildAnimal) -> bool {
}
# it ate what was set out: calm for three game hours, and the game credits whoever left it
function wl_ate(wildlife_st: WildlifeState, a: WildAnimal, uid: int, owner: int, diet: int) -> void {
function wl_ate(wildlife_st: mut WildlifeState, a: WildAnimal, uid: int, owner: int, diet: int) -> void {
a.calm = 180.0
a.fed += 1
let f = wl_fact(wildlife_st, WILD_FED, a)

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@ -54,7 +54,7 @@ function wl_approach(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float) -
}
# at a snare it is held; at food it eats for 14 s; at a lure it stands curious for 9
function wl_arrive(wildlife_st: WildlifeState, a: WildAnimal) -> void {
function wl_arrive(wildlife_st: mut WildlifeState, a: WildAnimal) -> void {
a.state = WILD_EAT
a.timer = 9.0
if a.lure_kind == WILD_FEED { a.timer = 14.0 }
@ -69,7 +69,7 @@ function wl_arrive(wildlife_st: WildlifeState, a: WildAnimal) -> void {
}
# eating what it came to; when it is done, food is credited and it wanders off
function wl_eat(wildlife_st: WildlifeState, a: WildAnimal) -> bool {
function wl_eat(wildlife_st: mut WildlifeState, a: WildAnimal) -> bool {
if a.state != WILD_EAT { return false }
a.speed = 0.0
if a.timer < 0.0 {

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@ -35,6 +35,9 @@ export property WildSpecies {
export state WildlifeState {
wl_facts: Queue<WildFact> = wl_facts__new()
wl_fpool: []WildFact = new []WildFact # every fact record made, reused once no drain holds it
wl_ffree: []WildFact = new []WildFact # of those, the ones free at the last look
wl_fnext: []int = words(1) # the next of them to hand out
wl_own: WildTable = null # a guest's own animals, put away whole while it draws the host's
wl_px: float = 0.0
wl_pz: float = 0.0

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@ -83,4 +83,14 @@ program WildCrowdTest {
wildlife_clear(wildlife_st)
expect(not wildlife_listed(wildlife_st, a))
}
test "a fact a frame, drained each frame, makes a few records and then reuses them" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState) {
let a = walker(wildlife_st, wildlife_tests_fake_st)
for k in 1 .. 3001 {
wildlife_moved(wildlife_st, a, 0.0, -3.0 * float(k), 0.0, -1.2)
let fs = q_drain(wildlife_facts(wildlife_st))
for i in 0 .. len(fs) { expect_eq(fs[i].what, WILD_PRINT) }
}
expect(wildlife_fact_records(wildlife_st) <= 4)
}
}