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