Fix memory leak in demo loop by eliminating Redux state thrashing #849
+139
−79
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The demo loop visualization polling EphysLink every 10ms dispatched Redux state updates at the same rate, overwhelming the GC.
Changes
ProbeController.cs
VisualizationLocalAPMLDV,VisualizationLocalDepth,VisualizationLocalAngles,VisualizationLocalForwardTHasVisualizationUpdateflagUpdateVisualizationProbePosition()to apply buffered updatesCartesianProbeController.cs, SagittalCoronalProbeController.cs
UpdateVisualizationProbePosition()inUpdate()to render buffered positions at frame rateEphysLinkService.cs
UpdateVisualizationProbePosition()writes directly to ProbeController local fields instead of dispatching to ReduxResult
EphysLink polls at 10ms for responsive hardware tracking, ProbeController applies updates at Unity frame rate (~60Hz), Redux only updates on user actions. Position threshold (0.0001f) prevents redundant updates.
Original prompt
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