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>
249 lines
10 KiB
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249 lines
10 KiB
Text
# actions.ludic — 0.R: actions and reducers. What happened is an action, a typed record; what it
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# means for a state is that state's reducer, in the module that owns it:
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#
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# action PickUp { item: int }
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# reducer Pack on PickUp(p: mut Pack, a: PickUp) { push(p.items, a.item) }
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# ...
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# dispatch PickUp { item: 3 }
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#
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# `dispatch` queues the action; the queue is drained - every reducer of each action run in turn,
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# each supplied its own state - at the end of every phase of the frame loop, after each ludic.base
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# phase, or where the program calls drain_actions(). A reducer writes exactly its own state and may
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# READ others, declared between it and the action. Actions a reducer dispatches go behind the queue,
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# never re-entrant, and a queue still growing after ACTION_PASSES rounds stops the program.
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var g_act_names: []pointer = new []pointer # the actions, in the order read
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var g_act_nodes: []Node = new []Node
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var g_red_nodes: []Node = new []Node # the reducers
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var g_red_state: []pointer = new []pointer
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var g_red_action: []pointer = new []pointer
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var g_dsp_ids: []Node = new []Node # each dispatch's action number, filled at the end
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var g_dsp_names: []pointer = new []pointer
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var g_dsp_at: []Node = new []Node
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var g_act_main: pointer = null # the program's own file, where the drain is written
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const ACTION_PASSES: int = 64
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# action NAME { fields } - a record
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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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}
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# reducer STATE on ACTION(s: mut STATE, a: ACTION) { ... }
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function parse_reducer() -> void {
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let st = toks[pi + 1].text
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if toks[pi + 1].kind != TK_ID or not (toks[pi + 2].text == "on") or toks[pi + 3].kind != TK_ID {
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perr("a reducer is `reducer State on Action(s: mut State, a: Action) { ... }`")
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}
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let act = toks[pi + 3].text
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pi += 2
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toks[pi].text = "function" # read the rest as a function named for the action
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let f = parse_fn()
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f.s = `ludic_reduce__{act}__{st}`
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f.vis = 1
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push(g_red_nodes, f)
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push(g_red_state, st)
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push(g_red_action, act)
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push(g_red_rec, null) # a state's reducer: no row (actions_rows.ludic)
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push(g_red_tbl, null)
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push(g_red_tgt, null)
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push(prog, f)
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}
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# dispatch ACTION { fields } - a statement: the action made and queued
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function parse_dispatch() -> Node {
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let at = toks[pi]
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pi += 1
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let name = eat_id()
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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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callee.pos = -1
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call.a = callee
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call.pos = -1 # the compiler's call: the queue is supplied
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let id = node(E_INT)
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id.pos = -1
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push(call.kids, id)
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push(call.kids, nw)
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push(g_dsp_ids, id)
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push(g_dsp_names, name)
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push(g_dsp_at, nw)
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let s = node(S_EXPR)
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s.a = call
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s.line = at.line
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return s
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}
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function act_index(name: pointer) -> int {
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var i = 0
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while i < len(g_act_names) {
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if (g_act_names[i] == name) { return i }
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i += 1
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}
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return -1
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}
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function act_err(n: Node, msg: pointer) -> void {
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g_err_file = n.file
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g_err_line = n.line
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g_parsing = false
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perr(msg)
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}
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# after the program is read: the reducers checked, each dispatch numbered, and the queue, its push
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# and its drain written
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function actions_finish() -> void {
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rows_finish_checks() # 27.3: @Target, @RowVerb (actions_rows.ludic)
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var i = 0
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while i < len(g_red_nodes) {
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if g_red_rec[i] != null { rr_check(i) } else { red_check(i) }
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i += 1
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}
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i = 0
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while i < len(g_dsp_ids) {
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let k = act_index(g_dsp_names[i])
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if k < 0 { act_err(g_dsp_at[i], `dispatch {g_dsp_names[i]}: {g_dsp_names[i]} is not an action - declare it with action {g_dsp_names[i]} {{ ... }}`) }
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g_dsp_ids[i].ival = k
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i += 1
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}
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# the queue and the drain are the program's, written in its own file: in the file of the first
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# action they would belong to its module, and it would call every module's reducers
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var file = g_parse_file
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if g_act_main != null { file = g_act_main }
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let line = 1
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# no actions: drain_actions() is still there (a ludic.base runner calls it), and does nothing
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if len(g_act_names) == 0 {
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vw_parse("export function drain_actions() -> void {\n}\n", file, line, 1)
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return
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}
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vw_parse(act_src(), file, line, 1)
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}
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function red_check(i: int) -> void {
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let f = g_red_nodes[i]
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let st = g_red_state[i]
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let act = g_red_action[i]
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if act_index(act) < 0 { act_err(f, `reducer {st} on {act}: {act} is not an action - declare it with action {act} {{ ... }}`) }
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if not is_state_ty(st) { act_err(f, `reducer {st} on {act}: {st} is not a state`) }
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var ps = new []Node
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var k = 0
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while k < len(f.kids) {
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if f.kids[k].kind == N_PARAM { push(ps, f.kids[k]) }
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k += 1
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}
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# between its state and the action: states it only READS, never another to write
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k = 1
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while k < len(ps) - 1 {
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let p = ps[k]
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if not is_state_ty(p.ty) { act_err(f, `reducer {st} on {act}: {p.s} is a {p.ty} - between its state and the action a reducer takes only states it reads; what it needs to know rides in the action`) }
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if p.uns == 1 { act_err(f, `reducer {st} on {act}: a reducer writes one state, and {p.s} is a mut {p.ty} - read it ({p.s}: {p.ty}), or dispatch an action {p.ty}'s own reducer takes`) }
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k += 1
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}
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if len(ps) < 2 or not (ps[0].ty == st) or not (ps[len(ps) - 1].ty == act) {
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act_err(f, `reducer {st} on {act}: its parameters are its state, any states it reads, and the action - ({reg_lower(st)}: mut {st}, a: {act})`)
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}
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var j = 0
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while j < i {
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if (g_red_state[j] == st) and (g_red_action[j] == act) and g_red_rec[j] == null { act_err(f, `reducer {st} on {act} is declared twice (first at {g_red_nodes[j].file}:{itoa(g_red_nodes[j].line)})`) }
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j += 1
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}
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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"
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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 + rr_fields_src() + "}\n" # 27.3: a row reducer's kept view
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src = src + act_new_src()
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src = src + rr_wrappers_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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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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src = src + ` if k == {itoa(a)} {{\n`
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var r = 0
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while r < len(rs) {
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var callee = g_red_nodes[rs[r]].s
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if g_red_rec[rs[r]] != null { callee = rr_wrap_name(rs[r]) } # the handle resolved first
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src = src + ` {callee}(v)\n`
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r += 1
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}
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src = src + " }\n"
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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" # 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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src = src + ` if k == {itoa(a)} {{ name = "{g_act_names[a]}" }}\n`
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a += 1
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}
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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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# a reducer's place among its action's: its state's name, then (a row reducer) its table's path
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function red_key(i: int) -> pointer {
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if g_red_tbl[i] == null { return g_red_state[i] }
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return `{g_red_state[i]}\t{g_red_tbl[i]}`
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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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while i < len(g_red_nodes) {
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if (g_red_action[i] == act) { push(out, i) }
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i += 1
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}
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var a = 1
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while a < len(out) {
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let x = out[a]
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var b = a - 1
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while b >= 0 and reg_str_less(red_key(x), red_key(out[b])) {
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out[b + 1] = out[b]
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b -= 1
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}
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out[b + 1] = x
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a += 1
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}
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return out
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}
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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") or str_starts(name, "ludic_act_new__")
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}
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