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>
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4 changed files with 65 additions and 7 deletions
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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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