compiler(0.R): a dispatched action's record is the queue's to keep - one list per action, filled in place, all free again when the drain ends
dispatch lowered to ludic_act_push(k, new A { ... }): a fresh record every dispatch, and an input
system dispatches Move and FrameTime every frame. The queue now keeps a list per action
(kept<k>, used<k>); ludic_act_new__A hands out the next (made only when all are queued), new's
emitter fills it field by field as it fills a fresh one (every field, default or given), and
drain_actions sets every used<k> back to 0 once the queue is empty. A reducer only ever reads
its action during the drain, so nothing sees a record after it is reused. Actions are visible
to the program's file, where the queue lives, as reducers already were.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
3e3c6088fb
commit
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4 changed files with 65 additions and 7 deletions
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@ -11,6 +11,15 @@ program ActionsTest {
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reducer Door on Knock(d: mut Door, a: Knock) {
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if a.times >= 2 { d.open = true }
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}
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state Tally {
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sum: int = 0
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words: string = ""
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}
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action Note { n: int = 7, word: string = "hi" }
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reducer Tally on Note(t: mut Tally, a: Note) {
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t.sum = t.sum + a.n
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t.words = t.words + a.word
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}
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function input_tick(t: Tick) -> void { dispatch Knock { times: 2 } }
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function sim_tick(d: mut Door, t: Tick) -> void {
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if d.open { d.seen = d.seen + "o" } else { d.seen = d.seen + "c" }
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@ -27,4 +36,16 @@ program ActionsTest {
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expect(d.open)
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expect_eq(d.seen, "o")
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}
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test "a dispatched record is kept and filled again: what a dispatch leaves out is its default, not the last one's" (t: Tally) {
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dispatch Note { n: 1, word: "a" }
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dispatch Note { n: 2, word: "b" }
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drain_actions()
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expect_eq(t.sum, 3)
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dispatch Note { }
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dispatch Note { word: "c" }
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dispatch Note { n: 5 }
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drain_actions()
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expect_eq(t.sum, 3 + 7 + 7 + 5)
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expect_eq(t.words, "abhichi")
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}
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}
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@ -1060,7 +1060,7 @@ function emit_expr(e: Node) -> Val {
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if e.kind == E_STR { return val(emit_str_const(e.s), "string") }
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if e.kind == E_NEW {
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if is_slice_ty(e.s) { return emit_new_slice(e.s) }
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return emit_new_struct(e.s, e.a)
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return emit_new_struct(e.s, e.a, e.b)
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}
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if e.kind == E_LIST { return emit_list(e) } # [a, b, c] -> a fresh slice
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# fn name -> the function's address, for a worker entry point. The OS-thread runtime calls it
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@ -23,14 +23,16 @@ function rec_field(rec: Node, fname: pointer) -> Node {
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# `new T` / `new T { field: value, ... }` — allocate a record and seed each
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# field: a value from the override record if given, else the field's declared
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# default. `rec` is the E_REC of overrides (or null for the bare `new T`).
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function emit_new_struct(name: pointer, rec: Node) -> Val {
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# `into`: a record to fill in place of a fresh one (a dispatch's, kept by the action queue)
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function emit_new_struct(name: pointer, rec: Node, into: Node) -> Val {
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let s = layout_node(name) # a struct or a property — same shape
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if (s == null) and port_find(name) >= 0 { perr(`{name} is a port: it is filled once with 'bind {name} {{ ... }}' where the program is put together, not made with new`) }
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if (s == null) { perr(`unknown record type {name} in new`) }
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vis_check(s, name)
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let lty = layout_ty(name)
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let sz = emit_sizeof(lty)
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let obj = emit_bind(`call ptr @malloc(i64 {sz})`)
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var obj = ""
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if into != null { obj = emit_expr(into).code } else { obj = emit_bind(`call ptr @malloc(i64 {sz})`) }
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var f = 0
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while f < len(s.kids) {
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let fd = s.kids[f]
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@ -26,6 +26,7 @@ const ACTION_PASSES: int = 64
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function parse_action() -> void {
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let c = parse_component()
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c.uns = 3
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c.vis = 1 # the program's own file makes and keeps its records
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push(prog, c)
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push(g_act_names, c.s)
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push(g_act_nodes, c)
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@ -55,6 +56,14 @@ function parse_dispatch() -> Node {
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let nw = node(E_NEW)
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nw.s = name
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if is_op("{") { nw.a = record() }
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# its record is the queue's: one of the action's kept records, filled as `new` fills a fresh one
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let take = node(E_CALL)
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let tc = node(E_ID)
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tc.s = `ludic_act_new__{name}`
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tc.pos = -1
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take.a = tc
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take.pos = -1
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nw.b = take
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let call = node(E_CALL)
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let callee = node(E_ID)
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callee.s = "ludic_act_push"
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@ -145,13 +154,20 @@ function red_check(i: int) -> void {
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}
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# the queue, its push and its drain: each action's reducers in the order of their states' names
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function act_src() -> pointer {
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var src = "export state LudicActions {\n kinds: []int = new []int\n vals: []pointer = new []pointer\n head: int = 0\n depth: int = 0\n}\n"
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var src = "export state LudicActions {\n kinds: []int = new []int\n vals: []pointer = new []pointer\n head: int = 0\n depth: int = 0\n"
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var a = 0
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while a < len(g_act_names) {
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src = src + ` kept{itoa(a)}: []{g_act_names[a]} = new []{g_act_names[a]}\n used{itoa(a)}: int = 0\n`
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a += 1
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}
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src = src + "}\n"
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src = src + act_new_src()
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src = src + "export function ludic_act_push(q: mut LudicActions, k: int, v: pointer) -> void {\n push(q.kinds, k)\n push(q.vals, v)\n}\n"
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src = src + "export function drain_actions(q: mut LudicActions) -> void {\n if q.depth > 0 or len(q.kinds) == 0 { return }\n q.depth = 1\n var pass = 0\n var round_end = len(q.kinds)\n"
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src = src + " while q.head < len(q.kinds) {\n if q.head == round_end {\n pass += 1\n round_end = len(q.kinds)\n"
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src = src + ` if pass >= {itoa(ACTION_PASSES)} {{ ludic_act_runaway(q.kinds[q.head]) }}\n }}\n`
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src = src + " let k = q.kinds[q.head]\n let v = q.vals[q.head]\n q.head += 1\n"
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var a = 0
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a = 0
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while a < len(g_act_names) {
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let rs = red_sorted(g_act_names[a])
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if len(rs) > 0 {
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@ -165,7 +181,13 @@ function act_src() -> pointer {
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}
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a += 1
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}
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src = src + " }\n List.clear(q.kinds)\n List.clear(q.vals)\n q.head = 0\n q.depth = 0\n}\n" # in place: a drain a phase, seven a frame, allocates nothing
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src = src + " }\n List.clear(q.kinds)\n List.clear(q.vals)\n q.head = 0\n q.depth = 0\n" # in place: a drain a phase, seven a frame, allocates nothing
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a = 0
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while a < len(g_act_names) {
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src = src + ` q.used{itoa(a)} = 0\n` # every record read: each is free again
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a += 1
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}
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src = src + "}\n"
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src = src + "export function ludic_act_runaway(k: int) -> void {\n var name = \"?\"\n"
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a = 0
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while a < len(g_act_names) {
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@ -175,6 +197,19 @@ function act_src() -> pointer {
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src = src + " print(`actions: {name} is still being dispatched after " + itoa(ACTION_PASSES) + " rounds of reducers - a reducer dispatches what dispatches it`)\n exit(1)\n}\n"
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return src
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}
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# each action's next kept record, made only when all it has are queued: `dispatch` fills it in
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# place, and the drain hands them all back once every reducer has read them
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function act_new_src() -> pointer {
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var src = ""
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var a = 0
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while a < len(g_act_names) {
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let n = g_act_names[a]
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let k = itoa(a)
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src = src + `export function ludic_act_new__{n}(q: mut LudicActions) -> {n} {{\n if q.used{k} >= len(q.kept{k}) {{ push(q.kept{k}, new {n}) }}\n q.used{k} += 1\n return q.kept{k}[q.used{k} - 1]\n}}\n`
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a += 1
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}
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return src
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}
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function red_sorted(act: pointer) -> []int {
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let out = new []int
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var i = 0
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@ -198,5 +233,5 @@ function red_sorted(act: pointer) -> []int {
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# a call to the queue from anywhere: the queue is the runtime's to supply, like a state an entry point
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# is given (drain_actions() from a ludic.base runner or a program's own loop)
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function is_action_builtin(name: pointer) -> bool {
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return (name == "drain_actions") or (name == "ludic_act_push")
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return (name == "drain_actions") or (name == "ludic_act_push") or str_starts(name, "ludic_act_new__")
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}
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