ludic.physics, ludic.character, ludic.vehicles: fact records reused, and phys_sink allocates nothing
The per-frame sweep over physics, character, vehicles and nav found three fact makers that made a record per fact: contacts and splashes, the character's and the vehicles'. Each keeps a pool now, as wildlife's and npc's do (q_unheld). phys_sink, asked on every removal, built two new lists each time; it filters into a kept spare pair and swaps. ludic.nav's paths and crowds already allocate nothing, and none of the four builds a string per call. What remains at load, reset or a world swap is not per frame. vehicle_feed takes its state mut. vehicles_test: 1000 fed facts, drained turn by turn, use at most 4 records. All packages 421. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 92 additions and 11 deletions
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@ -104,6 +104,9 @@ export state CharacterState {
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chr_safe_x: float = 0.0
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chr_safe_z: float = 0.0
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chr_fact_q: Queue<CharacterFact> = chr_fact_q__new()
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chr_fpool: []CharacterFact = new []CharacterFact # every fact record made, reused once no drain holds it
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chr_ffree: []CharacterFact = new []CharacterFact
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chr_fnext: int = 0
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}
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function chr__top_plain(x: float, z: float, r: float, from_y: float, step: float, base: float) -> float { return base }
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function chr__bed_plain(x: float, z: float) -> float { return CharacterGround.height(x, z) }
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@ -13,8 +13,24 @@ export function char_facts(character_st: CharacterState) -> Queue<CharacterFact>
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return character_st.chr_fact_q
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}
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function chr_say(character_st: CharacterState, what: int, v: float) -> void {
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# a fact record no drain holds any more, made fresh (and kept) only when every one is held: a
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# fact can come every frame, and a record a frame is never given back
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function chr_fact_record(character_st: mut CharacterState) -> CharacterFact {
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if character_st.chr_fnext >= len(character_st.chr_ffree) {
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q_unheld(char_facts(character_st), character_st.chr_fpool, character_st.chr_ffree)
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character_st.chr_fnext = 0
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}
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if character_st.chr_fnext < len(character_st.chr_ffree) {
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let f = character_st.chr_ffree[character_st.chr_fnext]
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character_st.chr_fnext += 1
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return f
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}
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let f = new CharacterFact
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push(character_st.chr_fpool, f)
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return f
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}
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function chr_say(character_st: mut CharacterState, what: int, v: float) -> void {
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let f = chr_fact_record(character_st)
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f.what = what
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f.x = character_st.chr_x
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f.y = character_st.chr_y
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