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@integrate-your-mind integrate-your-mind commented Feb 4, 2026

Summary

  • document the 2026-02-04 test audit results and refresh CONTINUITY.md to note the new coverage
  • adjust the canvas scene, renderer hook, and shared layout helpers so they align with the updated rendering logic

Testing

  • Not run (not requested)

Ensure you read the contribution guide before submitting a commit and follow the exact guidelines.


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Devin Review found 1 potential issue.

View issue and 5 additional flags in Devin Review.

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Comment on lines +415 to 418
for (const id of Array.from(state.layout.keys())) {
if (state.seenGen.get(id) !== gen) {
removeAgent(state, id);
}

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🟡 Memory leak: seenGen map entries never deleted when agents are removed

The seenGen map accumulates entries for all agents that have ever been seen but is never cleaned up when agents are removed.

Click to expand

How the bug occurs

In updateLayout, when an agent disappears from the agents array, removeAgent(state, id) is called at line 417. However, removeAgent (lines 354-368) only cleans up layout, agentGroupKey, and spatial - it never calls state.seenGen.delete(id).

The seenGen map is only cleared when agents.length === 0 (line 393), but in normal operation with agents coming and going, entries accumulate indefinitely.

Impact

In long-running applications where agents frequently start and stop, the seenGen map will grow unbounded, causing a memory leak. Each removed agent leaves behind an orphaned (id, generation) entry.

Expected behavior

When an agent is removed, its entry in seenGen should also be deleted to free memory.

Recommendation: Add state.seenGen.delete(id) inside the removeAgent function or in the removal loop at lines 415-418.

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💡 Codex Review

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Reviewed commit: 3a447b89f7

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Comment on lines +310 to +329
function findPlacement(
group: GroupState,
spatial: SpatialIndex,
maxAttempts = 256
): Coordinate | null {
while (group.freeStack.length) {
const key = group.freeStack.pop();
if (key === undefined) break;
const { cx, cy } = unpackCell(key);
const coord = cellToWorld(cx, cy);
const bounds = boundsForCoord(coord);
if (!hasCollision(bounds, spatial)) return coord;
}

for (let i = 0; i < maxAttempts; i += 1) {
const { cx, cy } = spiralNext(group.spiral);
const coord = cellToWorld(cx, cy);
const bounds = boundsForCoord(coord);
if (!hasCollision(bounds, spatial)) return coord;
}

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P2 Badge Avoid fixed 256-attempt placement cap

findPlacement now hard-stops after 256 spiral steps. In dense layouts or any group with more than ~256 occupied positions around the anchor, findPlacement returns null, and addAgent silently skips placement, so new agents never appear on the canvas. The prior logic expanded the search radius with layout size, so this is a regression for larger/denser groups. Consider making the attempt budget scale with group size or continuing until a free cell is found (or logging/fallback) to avoid missing agents.

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