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Author SHA1 Message Date
231715bf98 fix(leaks): what play allocated every frame and never freed - a shadow uniform's name, the Tick, a ridden vehicle's moves
Found with malloc_history over 1200 frames of play without the interface (the first Ludic function
on each allocating stack, live bytes at two marks): sh_loc built `name + "[0]"` per program per pass
per frame - 24.6 MB of 33 in the window; its callers pass both names as literals now. tick_set fills
the frame loop's one Tick instead of tick_new making one a frame. A ridden boat or horse said
VEHICLE_MOVED as a new fact every frame; the metres are added up in VehiclesState and taken once
(vehicle_moved_take / _kind / _x / _z). Play's growth without the interface: 92 -> 14.7 MB a minute
(maroon-lake tests/leakcheck.sh); what is left is phys_push (Physics' fix on lang/nav) and the HUD's
strings. Packages 407, ludic-dev test 305 pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:51:37 +03:00
dd6a449921 feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner
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>
2026-09-25 04:01:16 +03:00