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> Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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@@ -124,6 +124,7 @@ typedef struct akgl_Actor {
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SDL_Time movetimer; /**< Unused. Nothing in the library reads or writes it. */
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akgl_CollisionShape shape; /**< The collision volume this actor occupies. Copied from the character by akgl_actor_set_character unless #shape_override is set. Zeroed by akgl_actor_initialize, so an actor nobody configured does not collide. */
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bool shape_override; /**< The game set #shape itself and akgl_actor_set_character must leave it alone. Distinct from "the shape is empty": an actor deliberately given no collider and an actor not yet given one are different states, and only this flag tells them apart. */
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struct akgl_CollisionProxy *proxy; /**< This actor's registration in the broad phase, or `NULL` when it has none. Owned by the library and released with the actor; a game neither sets nor frees it. */
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// Velocity. Combined effect of all forces acting on the actor resulting
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// in energy along an axis.
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float32_t vx; /**< Velocity along x, world units per second. Recomputed each step as `ex + tx`; writing it directly is overwritten. */
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