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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@@ -29,6 +29,7 @@
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#ifndef _AKGL_HEAP_H_
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#define _AKGL_HEAP_H_
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#include <akgl/collision.h>
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#include <akgl/sprite.h>
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#include <akgl/actor.h>
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#include <akgl/character.h>
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@@ -50,6 +51,18 @@
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#ifndef AKGL_MAX_HEAP_STRING
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#define AKGL_MAX_HEAP_STRING 256
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#endif
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/**
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* @brief The collision proxy pool.
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*
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* Two per actor. One is the actor's own; the spare headroom is for static
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* geometry a game registers that is not tile-aligned -- a slope, a Tiled object
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* rectangle, a moving platform. Solid *tiles* need none of these: the broad
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* phase reads them out of the tilemap's own array, because one proxy per tile
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* would be tens of megabytes on a large map to index data that is already a grid.
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*/
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#ifndef AKGL_MAX_HEAP_COLLISION_PROXY
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#define AKGL_MAX_HEAP_COLLISION_PROXY (AKGL_MAX_HEAP_ACTOR * 2)
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#endif
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/** @brief The actor pool. Public so the render and physics sweeps can walk it directly instead of going through the registry. */
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extern akgl_Actor akgl_heap_actors[AKGL_MAX_HEAP_ACTOR];
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@@ -61,6 +74,8 @@ extern akgl_SpriteSheet akgl_heap_spritesheets[AKGL_MAX_HEAP_SPRITESHEET];
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extern akgl_Character akgl_heap_characters[AKGL_MAX_HEAP_CHARACTER];
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/** @brief The string pool. Every entry is PATH_MAX bytes, so this is the largest of the five by a wide margin. */
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extern akgl_String akgl_heap_strings[AKGL_MAX_HEAP_STRING];
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/** @brief The collision proxy pool. Only the library allocates from it. */
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extern akgl_CollisionProxy akgl_heap_collision_proxies[AKGL_MAX_HEAP_COLLISION_PROXY];
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/**
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* @brief Zero every pool, marking every slot free.
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@@ -218,4 +233,31 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_character(akgl_Character *p
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_string(akgl_String *ptr);
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/**
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* @brief Find a free collision proxy slot.
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*
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* Does **not** take the reference, matching four of the five pools above.
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* akgl_collision_proxy_initialize takes it; write the two adjacent, because
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* until it runs the slot still reads as free and the next acquire hands out the
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* same pointer.
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*
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* @param dest Receives the proxy. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKGL_ERR_HEAP If every slot is in use. That normally means proxies are
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* not being released rather than that the pool is too small.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_collision_proxy(akgl_CollisionProxy **dest);
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/**
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* @brief Give a collision proxy back.
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*
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* Decrements, and at zero clears the slot. A proxy holds no external resource
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* and appears in no registry, so there is nothing else to unwind.
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*
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* @param ptr The proxy. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_collision_proxy(akgl_CollisionProxy *ptr);
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#endif //_AKGL_HEAP_H_
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