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ab0b84b87e feat(lang): 27.3 - a reducer on a table's row: reducer T in S.table on A, @Target, Row<T>, @RowVerb, @Column
An action names one row of a ludic.base Table<T> by its handle, in a field marked @Target, and
`reducer Deer in Herd.deer on Spook(r: mut Row<Deer>, n: Noise, a: Spook)` runs once, for that row
alone (the table may sit down a path, S.w.tab). The drain resolves the handle (tb_row) and hands the
reducer a Row<T> - new in ludic.base: tb, row, h, rec - that the queue keeps, one per row reducer,
filled in place, so a targeted action allocates nothing; a stale handle runs nothing, and
LUDIC_ACTIONS_LOG=1 prints a line for it (@alloc_ok). Row reducers order among an action's by their
state's name, then the table's path.

Checked at compile time (actions_rows.ludic): the row reaches r.rec and r.h only - r.tb / r.row
refused, the view never assigned, stored, copied or handed on except to a @RowVerb (a function of
the record's own module taking Row<T> first; any other function taking a row is refused); a field
marked @Column (a table column mirrors it) is not written through r.rec; only the module owning the
state declares a row reducer; one @Target, an int, per action; the states between the row and the
action are read. `mut` is allowed on a Row<T> parameter.

ludic schema's code section gains row_reducers (record, table, state, action, target, predicted,
net, module, at) and row_verbs (name, record, module, at), and every action its target; row
reducers are left out of `reducers`. ludic deps and ludic-lsp name a row reducer
`reducer Deer in Herd.deer on Spook`. vocab: @Target, @Column, @RowVerb; docs/language pages;
LANGUAGE.md "A reducer on a row"; examples actions/rows and ten rejects; test.ludic feat, reject and
schema cases (not run); changes/row-reducers.md. Reseeded; bootstrap-cfree fixpoint holds (307497
lines); Maroon Lake's `ludic build --check` is clean against this tree.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 16:14:59 +03:00
bfd99cdda1 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>
2026-09-30 00:19:24 +03:00