fix(lang): the action drain is the program's; --check runs every check a build makes; a registry key named count is refused; name lookups are tables
- the function that calls every reducer (and the action queue) is written in the program's own file: in the first action's file it belonged to that module, depended on every module with a reducer, and joined a game's modules into one 69-module cycle (examples/actions/modules and a ludic deps case hold it); the state instances, the queue and the reducers make no deps edges - ludicc --check / ludic build --check lower the program too and write nothing, so the code writer's refusals are in it: a bind to a function that is gone, an unknown name (and the checker now refuses fn <missing> itself); rejects bind_missing_fn, unknown_name, registry_count_key - def R count is refused: its constant would be PREFIX_COUNT, the registry's size - a file's module, package, trust and numbers-float are tables, and from the check on the lookups of functions, enums, records, globals and externs are too (tagged enums kept as a list): Maroon Lake's check-only build went from about 20 s to 7 s including lowering, its IR from about 2 minutes to under 10 s; duplicate declarations are found by table, not a pair of loops - threads.ludic's pool check gives each call a little work, so a busy machine cannot run them all on the caller before a worker wakes (it failed one run in three under load) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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24 changed files with 67169 additions and 64398 deletions
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@ -29,17 +29,29 @@ function vis_plain(what: pointer) -> pointer {
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function vis_say(m: pointer) -> void {
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file_write(file_stderr(), m, len(m))
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}
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# does s start with p - without making the slice a comparison of s[0 .. n] would (asked for every
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# reference)
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function str_prefix(s: pointer, p: pointer) -> bool {
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if s == null { return false }
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let n = len(p)
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if len(s) < n { return false }
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var i = 0
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while i < n {
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if s[i] != p[i] { return false }
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i += 1
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}
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return true
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}
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function vis_check(d: Node, what0: pointer) -> void {
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if d == null { return }
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port_check_bound(d)
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# 0.S/0.R: a state's instance, the action queue and a reducer are the runtime's to supply and to
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# call - the code that names them depends on no module for it
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if d.kind == N_VAR and d.uns == 1 and str_prefix(d.s, "state$") and is_state_ty(d.ty) { return }
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if d.kind == N_FN and (str_prefix(d.s, "ludic_reduce__") or is_action_builtin(d.s)) { return }
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deps_edge(d, what0) # LUDIC_DEPS: the graph ludic deps reads (emit_deps.ludic)
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if g_vis_off { return }
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if d.file == null { return }
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# 0.S: a state's instance, supplied by the runtime (a component's or a view's glue, an entry's
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# parameters): the code that names it only passes it on
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if d.kind == N_VAR and d.uns == 1 and is_state_ty(d.ty) and len(d.s) > 6 and (d.s[0 .. 6] == "state$") { return }
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# 0.R: the action queue and the reducers are the runtime's to call, from any module
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if d.kind == N_FN and (is_action_builtin(d.s) or (len(d.s) > 14 and (d.s[0 .. 14] == "ludic_reduce__"))) { return }
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let what = vis_plain(what0)
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var here = g_err_file
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if here == null { return }
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