Pool collision proxies, and tie one to the life of its actor

A proxy is what the broad phase will index: an actor's shape, where it is, and
the bounds that follow from those. It is a sixth heap layer, two per actor --
one for the actor itself and headroom for static geometry a game registers that
is not tile-aligned. Solid *tiles* deliberately get none: the broad phase will
read those out of the tilemap's own array, because one proxy per tile is tens of
megabytes to index data that is already a grid.

The pool follows the existing convention rather than improving on it.
akgl_heap_next_collision_proxy finds a free slot and does not claim it;
akgl_collision_proxy_initialize claims it. That is TODO.md item 8's asymmetry,
and it is kept on purpose: an acquire abandoned before initialization leaks
nothing, because the slot still reads as free, and a sixth pool with its own
rule would be worse than one defect with five instances. Fixing item 8 means
fixing all five together with every call site audited, and that is its own
change.

The proxy holds a *copy* of the shape rather than a pointer. An actor's own
logic may rewrite its shape mid-step -- a character crouching, a projectile
arming -- and a broad phase whose bounds came from a shape that has since
changed is a bug that only appears when two things happen in the same frame.

akgl_heap_release_actor now releases the actor's proxy. Without it the proxy
holds a borrowed `owner` into a slot that has just been zeroed, so the broad
phase keeps a registration whose owner reads as a free actor, and the next
contact against it is a collision with nothing. Verified by removing the release
and watching test_proxy_dies_with_its_actor go red.

The tests pin the convention as well as the behaviour: that two acquires with no
initialize between them return the same slot is asserted, not merely tolerated,
so that changing the convention has to change a test that says why it exists.

Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-01 23:56:21 -04:00
parent 9056ff06d6
commit d0b057f47a
6 changed files with 331 additions and 0 deletions

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@@ -125,6 +125,73 @@ typedef struct akgl_CollisionShape {
float32_t hz; /**< Half-extent along z. Never 0 after a setter has run; see the extrusion note on this file. */
} akgl_CollisionShape;
/**
* @brief One shape's registration in the broad phase.
*
* A proxy is what the partitioner indexes. It carries a **copy** of the shape
* rather than a pointer to it, which is deliberate: an actor's own logic may
* legitimately rewrite its shape mid-step -- a character crouching, a projectile
* arming -- and a broad phase whose bounds were computed from a shape that has
* since changed is a source of bugs that only appear when two things happen in
* the same frame. The copy is refreshed once per step, from one place.
*
* Proxies are pool objects. The library creates and destroys them; a game does
* not, and a game that releases an actor gets its proxy released with it.
*/
typedef struct akgl_CollisionProxy {
uint8_t refcount; /**< Pool bookkeeping; 0 means the slot is free. First member, as in every pooled type here. */
struct akgl_Actor *owner; /**< The actor this proxy tracks, or `NULL` for static geometry with no actor behind it. Borrowed; no reference is taken. */
akgl_CollisionShape shape; /**< A copy of the owner's shape as of the last refresh. */
SDL_FRect bounds; /**< Planar world bounds in map pixels, computed from #shape at (#x, #y). */
float32_t x; /**< World position #bounds was computed from. */
float32_t y; /**< World position #bounds was computed from. */
float32_t z; /**< World position #bounds was computed from. Not represented in #bounds. */
uint32_t stamp; /**< Sweep serial this proxy was last visited on, so a proxy spanning several cells is reported once. Written by the partitioner. */
} akgl_CollisionProxy;
/*
* The following is part of the internal API. Proxies are created and destroyed
* by the library, not by a game.
*/
/**
* @brief Claim a pooled proxy for an actor's shape and take the reference on it.
*
* Follows the convention every pool here uses: akgl_heap_next_collision_proxy
* finds a free slot and does **not** claim it, and this takes the reference.
* Write the two adjacent, because until the reference is taken the slot is still
* free and the next acquire hands out the same pointer. That is `TODO.md` "Known
* and still open" item 8, it applies to four of the five existing pools, and
* this one does not depart from it -- a sixth convention would be worse than the
* defect.
*
* @param obj The proxy to initialize. Required.
* @param owner The actor it tracks, or `NULL` for static geometry.
* @param shape The shape to copy into it. Required.
* @param x World position of the owner.
* @param y World position of the owner.
* @param z World position of the owner.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p obj or @p shape is `NULL`.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_proxy_initialize(akgl_CollisionProxy *obj, struct akgl_Actor *owner, akgl_CollisionShape *shape, float32_t x, float32_t y, float32_t z);
/**
* @brief Recompute a proxy's bounds from its owner's current shape and position.
*
* Called once per step per live proxy, before the broad phase is asked anything.
* This is the one place the shape copy is refreshed.
*
* @param obj The proxy. Required.
* @param shape The current shape to copy. Required.
* @param x Current world position of the owner.
* @param y Current world position of the owner.
* @param z Current world position of the owner.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p obj or @p shape is `NULL`.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_proxy_sync(akgl_CollisionProxy *obj, akgl_CollisionShape *shape, float32_t x, float32_t y, float32_t z);
/**
* @brief Build an axis-aligned box from the frame-relative rectangle a game has.
*