ludic/packages/ludic.ui/instance.ludic
Orkuncakilkaya 2958539514 ludic.ui: a new component instance's first build is declared - a first show mid-play is not a frame's keep
Master's windowed fog profile failed the fence at walk t 35 s: +512 B from value_new / value_put /
value_slot / value_lists under bd_class and cmp_keycap_model - a KeyCap first shown mid-walk.

It is a first build, bounded, not a per-show leak: an unmounted instance goes to in_free and the next
show of its class reuses it (in_reuse, `renew`), its props and model objects kept and filled in place.
Only a NEW instance makes them - bounded by how many of that class are up at once, and the ones
unmounted less than two builds ago. in_reuse already declared the record; the props and model objects
and their first fill, made afterwards in bd_class, were not. They are now: in_reuse marks a new record
`fresh`, and bd_class's first fill of it goes through bd_first_fill (@alloc_ok) - a reused instance's
fill stays judged, so a real per-show leak would still fail.

Golden ui_first_show: a component first shown at frame 700, once the fence is judging, then hidden and
shown twice more: bad 0 (the toolchain before this fails frame 701: +464 B value_new from value_slot
under cmp_cell_model, value_put grow - the profile's failure). The 37 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:18:22 +03:00

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# instance.ludic - a mounted component's record (its props and state), found by where it sits in the
# tree; one that a build of its screen did not reach is gone, and its state with it
property UiInst {
key: string = ""
cls: UiClass = null
ptr: pointer = null
seen: int = 0
props: Val = null # its props, filled again each frame into the same object
model: Val = null # and its model, filled in place by the class's model()
fresh: bool = false # made, not reused: its first build makes its props and model
}
# builds before an unmounted instance is mounted again: the tree that last named it is good for two
const IN_SPARE_AFTER: int = 2
function in_get(ui_st: mut UiState, key: string, k: UiClass) -> UiInst {
for i in 0 .. len(ui_st.in_list) {
let it = ui_st.in_list[i]
if it.key == key and it.cls.name == k.name {
it.seen = ui_st.in_build
return it
}
}
let it = in_reuse(ui_st, k)
it.key = key
it.seen = ui_st.in_build
ui_kept(ui_st.in_list, it)
return it
}
# an unmounted instance of this class, put back as new, else a new one: a prompt that comes and goes
# as the player walks is mounted again without making another record, props and model each time
@alloc_ok("a component instance: made once per instance key, then kept or reused")
function in_reuse(ui_st: mut UiState, k: UiClass) -> UiInst {
let l = ui_st.in_free
for i in 0 .. len(l) {
let it = l[i]
if it.cls == k and it.cls.renew != null and ui_st.in_build - it.seen >= IN_SPARE_AFTER {
l[i] = l[len(l) - 1]
List.pop(l)
k.renew(it.ptr)
return it
}
}
let it = new UiInst
it.cls = k
it.ptr = k.make()
it.fresh = true
return it
}
# after a build of `screen`: its instances the build did not reach are unmounted
function in_sweep(ui_st: mut UiState, screen: string) -> void {
var kept = 0
for i in 0 .. len(ui_st.in_list) {
let it = ui_st.in_list[i]
if it.seen == ui_st.in_build or not lc_mine(it.key, screen) {
ui_st.in_list[kept] = it
kept += 1
} else { ui_kept(ui_st.in_free, it) }
}
while len(ui_st.in_list) > kept { List.pop(ui_st.in_list) }
}