compiler: ludic schema gains a "code" section (R7) - the code map from the compiler, so the studio's scan is only a fallback: modules (package, layer, uses and where, friend, files), states, actions, reducers, every dispatch, events (cancellable, net) with every emit and their @On listeners, ports (members with fn types, defaults, required) and binds (port, member, fn, value, at), handlers (phase, hook and target, @Public, @Server / @Predicted, @Queries with filters as written, scene and layer), models (@Owned, @Sync), prefabs, scenes (start, public, shows, lasts / then, loads, enter / exit, layers) and fn_refs - every fn name in code or a resource file with the slot it fills (registry field and row, port member or default, record field, emit field, call argument, assignment, let). Places are "file:line:col"; sorted by name, sites by place; schema_version stays 1 (additive). The parser records emits, fn refs, handlers and scenes' layers / lasts / loads for it (emit_schema_code.ludic, emit_schema_code_game.ludic); LANGUAGE.md and the changeset say so; schema_case lines added (not run); reseeded, bootstrap-cfree fixpoint holds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# What an editor of a program's data needs, from the compiler's own view: every record with its
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# fields, types, defaults, docs and attributes (@Ref, @Range, ...), every registry with its entries
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# in their final order and where each is written, every const, and the functions a `fn` value can
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# name. The compiler writes it (`ludicc --emit-schema`, selfhost/backend/emit_schema.ludic) once the
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# name, the text keys, and the code map (modules, actions, events, ports, handlers, scenes, fn refs).
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# The compiler writes it (`ludicc --emit-schema`, selfhost/backend/emit_schema.ludic) once the
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# program has type-checked.
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#
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# ludic schema [file] the JSON on stdout
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