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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@ -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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