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>
The rest of the leak Physics found: a drain that carried facts gave its list away and made a new
one, every queue every frame something happened. The queue keeps two lists and hands one out while
the other fills; a drained list is good until the next drain of that queue (nothing in the game or
the packages keeps one past it). With ab34f82's empty drain and in-place clear, a queue allocates
nothing in steady state. queue_test holds the reuse; every package (403) and lab/unit (90) pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ludic frees nothing a safe program allocates, and every package's fact queue is drained once a
frame: q_drain handed back its list and made a new one each time, most often of an empty queue.
An empty drain now returns the queue's one shared empty list (never to be pushed to), and q_clear
clears in place - the live list is never one a drain handed out. A queue that held facts still
gives its list away, so what leaks is in proportion to what happened, not to the frame rate.
queue_test holds it (an empty drain is the same list twice; a drained list is untouched by later
pushes and clears).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v),
q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding
facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)).
ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no
longer uses, nor anything it calls, and the argument that fills it - including an argument for a
parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is
told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would
make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
1804 vars into 126 states, 64 into lets; 23498 edits in 460 files
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ludic.effects: effects_add / effects_add_after / effects_clear / effects_run,
effects_sum / effects_has / effects_at / effects_live, an EffectEnded queue
(ran out, pushed out by the bonus cap, crowded out of a full ring) and a
System with its own save section. Nine test blocks in tests/effects_test.ludic.
ludic.base: q_new collided with render3d's quaternion q_new the moment a game
imported both, so the queue constructor is queue_new.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A mechanic package depends on ludic.base and nothing else: ports (records of
function values for now) for questions, queues for facts, verbs for changes,
phases for order and its own versioned save section. The runner inits, resets,
saves and loads systems in the order added and ticks them phase by phase; a
missing save section is a reset. Tests for each piece and a worked route
between two toy mechanics live under tests/. The old ludic.core (engine ECS
components) is used by examples/library and stays.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>