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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@ -4,7 +4,7 @@
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export function vehicle_own(v: Vehicle) -> void { if v != null { v.owned = true } }
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# hay for a horse, up to a full belly
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export function vehicle_feed(vehicles_st: VehiclesState, v: Vehicle, amount: float) -> void {
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export function vehicle_feed(vehicles_st: mut VehiclesState, v: Vehicle, amount: float) -> void {
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if v == null { return }
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v.food = Math.min(v.food + amount, 100.0)
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ve_say(vehicles_st, VEHICLE_FED, v, amount)
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@ -63,6 +63,9 @@ export state VehiclesState {
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ve_ly: float = 0.0
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ve_lz: float = 0.0
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ve_fact_q: Queue<VehicleFact> = ve_fact_q__new()
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ve_fpool: []VehicleFact = new []VehicleFact # every fact record made, reused once no drain holds it
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ve_ffree: []VehicleFact = new []VehicleFact
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ve_fnext: int = 0
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}
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function ve__dry(x: float, z: float) -> float { return -10000.0 }
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function ve__calm(x: float, z: float, fx: float, fz: float) -> float { return 0.0 }
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@ -6,8 +6,26 @@ export function vehicle_facts(vehicles_st: VehiclesState) -> Queue<VehicleFact>
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return vehicles_st.ve_fact_q
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}
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function ve_say(vehicles_st: VehiclesState, what: int, v: Vehicle, n: 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 ve_fact_record(vehicles_st: mut VehiclesState) -> VehicleFact {
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if vehicles_st.ve_fnext >= len(vehicles_st.ve_ffree) {
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q_unheld(vehicle_facts(vehicles_st), vehicles_st.ve_fpool, vehicles_st.ve_ffree)
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vehicles_st.ve_fnext = 0
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}
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if vehicles_st.ve_fnext < len(vehicles_st.ve_ffree) {
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let f = vehicles_st.ve_ffree[vehicles_st.ve_fnext]
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vehicles_st.ve_fnext += 1
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return f
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}
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let f = new VehicleFact
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push(vehicles_st.ve_fpool, f)
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return f
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}
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# how many fact records have ever been made: the peak held at once, not the facts pushed
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export function vehicle_fact_records(vehicles_st: VehiclesState) -> int { return len(vehicles_st.ve_fpool) }
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function ve_say(vehicles_st: mut VehiclesState, what: int, v: Vehicle, n: float) -> void {
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let f = ve_fact_record(vehicles_st)
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f.what = what
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f.nid = v.nid
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f.kind = v.kind
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@ -375,4 +375,17 @@ program VehiclesTest {
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expect_eq(len(vehicles_all(vehicles_st)), 0)
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expect(vehicle_by_nid(vehicles_st, b.nid) == null)
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}
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test "a fed fact a turn, drained each turn, makes a few records and then reuses them" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {
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fresh(vehicles_st, vehicles_test_st)
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vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0)
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let h = vehicle_find(vehicles_st, VEHICLE_HORSE)
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var fed = 0
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for k in 0 .. 1000 {
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vehicle_feed(vehicles_st, h, 1.0)
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fed += count(facts(vehicles_st), VEHICLE_FED)
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}
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expect_eq(fed, 1000)
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expect(vehicle_fact_records(vehicles_st) <= 4)
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}
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}
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