stream_update made a Chunk and a words copy per new chunk (fn_stream_update +39 blocks / 13.2 KB a window with the hiker in the drifting boat). The pool holds STREAM_MAX_CHUNKS records; the arena is twice the layer's cap; eviction compacts it; a chunk that cannot be kept is gathered from the scratch. stream_clear_all frees records, lists and streams. steady: 300 new cells, cap 256: 156 KB before, 0 / -4.9 KB after, and every kept chunk's data checked against its cell. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
354 lines
17 KiB
Text
354 lines
17 KiB
Text
# ============================================================================
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# stream.ludic — ground cover that follows the camera anywhere on the map.
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#
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# The world is cut into square chunks. A chunk's instances are generated once
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# per distance band (a deterministic function of the chunk and the band, so the
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# same ground always grows the same grass) and cached; each frame the chunks
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# within reach are gathered into the layer's instance list. Bands thin the cover
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# with distance and grow the cards so the carpet stays continuous on screen;
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# beyond the last band nothing is placed (the terrain material carries it).
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#
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# The scene supplies the generator: stream_fill(chunk_x, chunk_z, band) calls
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# stream_emit(...) per instance. One Stream drives one Layer.
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# ============================================================================
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property Chunk {
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key: int = 0, # packed (cx, cz, band)
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used: int = 0, # the walk that last wanted it (for eviction)
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off: int = -1, # where its instances start in the stream's arena (words); -1 not kept
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count: int = 0,
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ymin: float = 0.0, # height range of its instances (float bits), for the frustum test
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ymax: float = 0.0
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}
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property Stream {
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layer: Layer,
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size: float = 0.0, # chunk size (metres, float bits)
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reach: float = 0.0, # radius (metres, float bits)
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bands: floats, # band outer radii (float bits), ascending; 4 of them
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chunks: []Chunk,
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keys: words, # parallel to chunks for lookup
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n: int = 0,
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last_cx: int = 999999,
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last_cz: int = 999999,
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pending: bool = false, # chunks still to generate after the camera crossed a cell
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cur: Chunk, # the chunk being filled
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kind: int = 0, # the scene's generator selector for this stream
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min_band: int = 0, # bands below this belong to another (nearer) stream
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view_gen: int = -1, # sc_view_gen the layer was last gathered for (the view turned -> regather)
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htab: words, # open-addressed key -> chunk index + 1 (0 = empty)
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arena: words, # every kept chunk's instances, in the order of `chunks`
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top: int = 0, # words of the arena in use
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spare: []Chunk # records not in use: all of them are made with the stream
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}
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# microseconds spent per frame, split so the hitch can be attributed (R3D_PROF=1)
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function stream_new(render3d_st: mut Render3dState, layer: Layer, size: float, reach: float, b0: float, b1: float, b2: float, b3: float) -> Stream {
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if not render3d_st.stream_cap_read {
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render3d_st.stream_cap_read = true
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if r3d_env_has(render3d_st, "R3D_STREAM_CAP") { render3d_st.STREAM_MAX_CHUNKS = Text.to_int(r3d_env(render3d_st, "R3D_STREAM_CAP")) }
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render3d_st.stream_no_evict = r3d_env_has(render3d_st, "R3D_NOEVICT")
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}
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# the fill's scratch and the record for a chunk the cache cannot keep, both once for every stream
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if render3d_st.stream_scratch == null { render3d_st.stream_scratch = floats(STREAM_CHUNK_MAX * INST_FLOATS) }
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if render3d_st.stream_loose == null { render3d_st.stream_loose = new Chunk }
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let s = new Stream
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s.layer = layer; s.size = size; s.reach = reach
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layer.streamed = true
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layer.grounded = true
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s.bands = floats(4)
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s.bands[0] = b0; s.bands[1] = b1; s.bands[2] = b2; s.bands[3] = b3
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# Everything the cache will ever hold is made here: a record per chunk it can keep and an arena
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# of twice what the layer draws. Each chunk once had its own record and copy, made as the camera
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# found new ground, so the heap grew for as long as there was ground nobody had stood near.
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s.chunks = new []Chunk
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s.spare = new []Chunk
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let live = s.chunks
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for i in 0 .. render3d_st.STREAM_MAX_CHUNKS { push(live, new Chunk) }
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while len(live) > 0 { push(s.spare, List.pop(live)) }
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s.arena = words(Math.max(layer.cap, 4096) * 2 * INST_FLOATS)
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s.keys = words(render3d_st.STREAM_MAX_CHUNKS)
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s.htab = words(STREAM_HASH)
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for i in 0 .. STREAM_HASH { s.htab[i] = 0 }
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if render3d_st.stream_all == null { render3d_st.stream_all = new []Stream }
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push(render3d_st.stream_all, s)
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return s
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}
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function stream_key(cx: int, cz: int, band: int) -> int { return ((cx + 4096) * 8192 + (cz + 4096)) * 4 + band }
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# Chunk lookup is an open-addressed hash, not a scan. A cell crossing tests every cell
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# within reach — for the 800 m streams that is ~2000 cells each — and a scan over the
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# cached chunks made that O(cells x chunks), tens of millions of comparisons in the one
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# frame that crosses a 32 m boundary, growing as more ground is explored. That is the
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# stutter you feel when walking, and it never shows in a stationary profile because
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# stream_update returns immediately while the camera stays in its cell.
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const STREAM_HASH: int = 8192 # power of two, >= 2 * STREAM_MAX_CHUNKS
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function stream_slot(key: int) -> int {
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var h = key * -1640531527 # Knuth's golden-ratio multiplier, as a signed i32
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h = h ^ (h >> 15)
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return h & (STREAM_HASH - 1)
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}
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function stream_find(s: Stream, key: int) -> Chunk {
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var i = stream_slot(key)
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while s.htab[i] != 0 {
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let idx = s.htab[i] - 1
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if s.keys[idx] == key { return s.chunks[idx] }
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i = (i + 1) & (STREAM_HASH - 1)
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}
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return null
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}
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function stream_remember(s: Stream, key: int, idx: int) -> void {
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var i = stream_slot(key)
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while s.htab[i] != 0 { i = (i + 1) & (STREAM_HASH - 1) }
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s.htab[i] = idx + 1
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}
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# the generator adds instances to the chunk being filled (into a shared scratch; the
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# chunk gets an exactly-sized copy when the fill ends)
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const STREAM_CHUNK_MAX: int = 262144
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function stream_emit(render3d_st: mut Render3dState, s: Stream, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void {
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let c = s.cur
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if c.count >= STREAM_CHUNK_MAX { return }
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if c.count == 0 { c.ymin = y; c.ymax = y } else { c.ymin = Math.min(c.ymin, y); c.ymax = Math.max(c.ymax, y) }
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let o = c.count * INST_FLOATS
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render3d_st.stream_scratch[o] = x; render3d_st.stream_scratch[o + 1] = y; render3d_st.stream_scratch[o + 2] = z; render3d_st.stream_scratch[o + 3] = scale
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render3d_st.stream_scratch[o + 4] = Math.sin(yaw); render3d_st.stream_scratch[o + 5] = Math.cos(yaw); render3d_st.stream_scratch[o + 6] = seed; render3d_st.stream_scratch[o + 7] = wind
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c.count += 1
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}
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function stream_band(s: Stream, d: float) -> int {
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if d < s.bands[0] { return 0 }
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if d < s.bands[1] { return 1 }
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if d < s.bands[2] { return 2 }
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if d < s.bands[3] { return 3 }
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return 4
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}
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# gather the chunks around the camera into the layer, generating missing ones nearest
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# first within a per-frame budget so a cell crossing spreads over a few frames instead of
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# one hitch (the very first update, before anything is on screen, generates everything)
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# The budget is global, not per stream. It used to be 60000 per stream, and with the
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# thirteen streams a scene like the valley runs that let a single frame generate over
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# 700k instances — so crossing a 32 m cell put one frame's worth of cover generation
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# (height samples, ortho lookups, slope and path tests, per candidate) into one frame
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# while its neighbours did none. That one frame is the stutter you feel while walking;
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# spreading the same work over several frames costs nothing but a little pop-in at the
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# far edge of the reach, where new chunks appear.
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# A time budget, not an instance count. Instances are a poor proxy: a candidate that
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# is rejected costs nearly as much as one that is kept, and cost per instance varies
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# by band and kind. With a real microsecond clock the budget can just be the thing we
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# actually care about — how long this frame is allowed to spend growing ground cover.
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# Overshoot is bounded by one chunk, so keep chunks small on the dense near streams.
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const STREAM_BUDGET: int = 8000 # kept for the work counter only
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# The worst frame is now bounded by one chunk, not by the budget: stream_fill emits a
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# whole chunk in one call, and the densest band-0 chunk is ~114k instances. Splitting a
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# chunk's generation across frames would need a resumable generator contract; that is
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# the next step if the residual hitch ever matters.
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# Drop the half of the cache nobody has asked for in the longest time, and rebuild the
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# index over what is left.
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#
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# Before this, a full cache simply stopped remembering: the chunk was generated, used for
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# that frame and thrown away, so every walk regenerated it. That is not a slow degradation
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# — it is a cliff. Past it every frame pays the whole generation budget and the ground
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# visibly re-grows as you turn, and it arrives after enough of the map has been walked,
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# which is exactly when a player is least likely to connect it to anything.
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function stream_evict(render3d_st: mut Render3dState, s: Stream) -> void {
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# the age threshold that keeps about half, found by bisection on the count (no sort)
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var lo = 0
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var hi = render3d_st.stream_walk_no
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var keep = s.n / 2
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var t = 0
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var it = 0
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while it < 24 and lo < hi {
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t = (lo + hi + 1) / 2
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var c = 0
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var i = 0
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while i < s.n { if s.chunks[i].used >= t { c += 1 }; i += 1 }
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if c >= keep { lo = t } else { hi = t - 1 }
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it += 1
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}
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t = lo
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# everything wanted by the walk in progress stays whatever the threshold says
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# compacted in place, and an evicted chunk goes whole: a new list per eviction and the chunks'
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# own records were never given back
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# the arena is compacted in the same pass: a kept chunk's instances only ever move down
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var w = 0
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var top = 0
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var i = 0
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while i < s.n {
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let c = s.chunks[i]
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if c.used >= t or c.used == render3d_st.stream_walk_no {
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let n = c.count * INST_FLOATS
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if c.off != top { for k in 0 .. n { s.arena[top + k] = s.arena[c.off + k] } }
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c.off = top
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top += n
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s.chunks[w] = c
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w += 1
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} else {
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c.off = -1
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push(s.spare, c)
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}
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i += 1
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}
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s.top = top
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let ch = s.chunks
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while len(ch) > w { List.pop(ch) }
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s.n = w
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for h in 0 .. STREAM_HASH { s.htab[h] = 0 }
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i = 0
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while i < s.n { s.keys[i] = s.chunks[i].key; stream_remember(s, s.chunks[i].key, i); i += 1 }
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render3d_st.stream_evictions += 1
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}
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function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float, cam_z: float) -> void {
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let ccx = int(Math.floor(cam_x / s.size))
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let ccz = int(Math.floor(cam_z / s.size))
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if ccx == s.last_cx and ccz == s.last_cz and not s.pending and s.view_gen == render3d_st.sc_view_gen { return }
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let first = s.last_cx == 999999
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s.view_gen = render3d_st.sc_view_gen
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s.last_cx = ccx; s.last_cz = ccz
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let l = s.layer
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l.count = 0
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var missing = false
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render3d_st.stream_walks += 1
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render3d_st.stream_walk_no += 1
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let tw = gl_now_us()
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let r = int(s.reach / s.size) + 1
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# rings outward from the camera's cell: the nearest chunks are generated first
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var ring = 0
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while ring <= r {
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var cz = ccz - ring
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while cz <= ccz + ring {
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var cx = ccx - ring
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while cx <= ccx + ring {
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let edge = (cz == ccz - ring) or (cz == ccz + ring) or (cx == ccx - ring) or (cx == ccx + ring)
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if edge {
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let wx = (float(cx) + 0.5) * s.size
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let wz = (float(cz) + 0.5) * s.size
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let dx = wx - cam_x; let dz = wz - cam_z
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let d = Math.sqrt(dx * dx + dz * dz)
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let band = stream_band(s, d)
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if band < 4 and band >= s.min_band and d < s.reach + s.size {
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let key = stream_key(cx, cz, band)
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var c = stream_find(s, key)
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if c != null { c.used = render3d_st.stream_walk_no }
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# The cell underfoot and its neighbours are never deferred: they are what you
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# are looking at, and a hole there is the grass vanishing as you walk into it.
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let urgent = band == 0 and ring <= 1
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var loose = false
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if c == null and (first or urgent or gl_now_us() < render3d_st.stream_deadline) {
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if len(s.spare) == 0 and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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let sp = s.spare
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if len(sp) > 0 { c = List.pop(sp) } else { c = render3d_st.stream_loose }
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c.key = key; c.count = 0; c.off = -1; c.used = 0
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s.cur = c
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let t0 = gl_now_us()
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r3d_stream_fill(render3d_st, s, cx, cz, band)
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let dt = gl_now_us() - t0
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render3d_st.stream_us_gen = render3d_st.stream_us_gen + dt
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prof_chunk(render3d_st, s.kind, band, c.count, dt)
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if render3d_st.r3d_debug and band == 0 and render3d_st.stream_debug_n < 40 { render3d_st.stream_debug_n += 1; print(`stream kind {s.kind} band {band} chunk {cx},{cz}: {c.count} instances`) }
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let need = c.count * INST_FLOATS
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if s.top + need > len(s.arena) and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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# If the walk in progress wants more than the cache can hold, there is nothing to
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# evict and this one is drawn from the scratch and dropped, as every chunk used to be.
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if c != render3d_st.stream_loose and s.n < render3d_st.STREAM_MAX_CHUNKS and s.top + need <= len(s.arena) {
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if need > 0 { mem_copy(mem_off(data_of(s.arena), s.top * 4), data_of(render3d_st.stream_scratch), need * 4) }
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c.off = s.top
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s.top += need
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push(s.chunks, c); s.keys[s.n] = key; stream_remember(s, key, s.n); s.n += 1
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c.used = render3d_st.stream_walk_no
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} else { loose = true }
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prof_gen_add(render3d_st, c.count + 512)
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}
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if c == null {
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missing = true
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# Until the finer band is generated, show the coarser one this ground had
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# a moment ago (same cell, next band out): approaching grass thins for a
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# few frames instead of disappearing.
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var b2 = band + 1
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while c == null and b2 < 4 { c = stream_find(s, stream_key(cx, cz, b2)); b2 += 1 }
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if c != null { c.used = render3d_st.stream_walk_no }
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}
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if c != null and c.count > 0 and l.count + c.count <= l.cap and stream_chunk_visible(render3d_st, s, cx, cz, c) {
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let tg = gl_now_us()
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layer_room(l, l.count + c.count)
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var src = data_of(render3d_st.stream_scratch)
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if c.off >= 0 { src = mem_off(data_of(s.arena), c.off * 4) }
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mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), src, c.count * INST_FLOATS * 4)
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l.count += c.count
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render3d_st.stream_us_gather = render3d_st.stream_us_gather + (gl_now_us() - tg)
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}
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if loose and c != render3d_st.stream_loose { push(s.spare, c) }
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}
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}
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cx += 1
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}
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cz += 1
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}
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ring += 1
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}
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s.pending = missing
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render3d_st.stream_us_walk = render3d_st.stream_us_walk + (gl_now_us() - tw)
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# force the layer to re-partition its (new) instances
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l.view_gen = -1
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}
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# Only chunks that can be seen are gathered: a sphere around the chunk's footprint and
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# height range, padded for the tallest cover and for casters just outside the frame
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# whose short shadows still fall inside it.
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function stream_chunk_visible(render3d_st: Render3dState, s: Stream, cx: int, cz: int, c: Chunk) -> bool {
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let half = s.size * 0.5
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let wx = float(cx) * s.size + half
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let wz = float(cz) * s.size + half
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let hy = (c.ymax - c.ymin) * 0.5
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let cy = c.ymin + hy
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let r = Math.sqrt(half * half * 2.0 + hy * hy) + 8.0
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return cam_sphere_visible(render3d_st, wx, cy, wz, r)
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}
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# what the caches hold, and whether they are being churned (R3D_PROF)
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function stream_census(render3d_st: Render3dState) -> void {
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if render3d_st.stream_all == null { return }
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print("")
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print(`ground-cover chunk caches (cap {string(render3d_st.STREAM_MAX_CHUNKS)} each, {string(render3d_st.stream_evictions)} evictions over the run):`)
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var inst = 0
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for i in 0 .. len(render3d_st.stream_all) {
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let s = render3d_st.stream_all[i]
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var n = 0
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for k in 0 .. s.n { n += s.chunks[k].count }
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inst += n
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print(` stream kind {string(s.kind)}: {string(s.n)} chunks, {string(n)} instances`)
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}
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print(` {string(inst)} instances held, {string(inst * INST_FLOATS * 4 / 1024)} KB`)
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}
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function stream_update_all(render3d_st: mut Render3dState) -> void {
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if render3d_st.stream_all == null { return }
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render3d_st.stream_deadline = gl_now_us() + render3d_st.STREAM_BUDGET_US
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for i in 0 .. len(render3d_st.stream_all) { stream_update(render3d_st, render3d_st.stream_all[i], render3d_st.cam_pos[0], render3d_st.cam_pos[2]) }
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}
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# every stream and its cached chunks, for a world being replaced (scatter_clear_all)
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function stream_clear_all(render3d_st: mut Render3dState) -> void {
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if render3d_st.stream_all == null { return }
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for i in 0 .. len(render3d_st.stream_all) {
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let s = render3d_st.stream_all[i]
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for c in 0 .. len(s.chunks) { free(s.chunks[c]) }
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for c in 0 .. len(s.spare) { free(s.spare[c]) }
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free(s.chunks); free(s.spare); free(s.arena)
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if s.keys != null { free(s.keys) }
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if s.htab != null { free(s.htab) }
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if s.bands != null { free(s.bands) }
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free(s)
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}
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let all = render3d_st.stream_all
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List.clear(all)
|
|
}
|