ludic/selfhost/frontend/actions.ludic
Orkuncakilkaya 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

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# actions.ludic — 0.R: actions and reducers. What happened is an action, a typed record; what it
# means for a state is that state's reducer, in the module that owns it:
#
# action PickUp { item: int }
# reducer Pack on PickUp(p: mut Pack, a: PickUp) { push(p.items, a.item) }
# ...
# dispatch PickUp { item: 3 }
#
# `dispatch` queues the action; the queue is drained - every reducer of each action run in turn,
# each supplied its own state - at the end of every phase of the frame loop, after each ludic.base
# phase, or where the program calls drain_actions(). A reducer writes exactly its own state and may
# READ others, declared between it and the action. Actions a reducer dispatches go behind the queue,
# never re-entrant, and a queue still growing after ACTION_PASSES rounds stops the program.
var g_act_names: []pointer = new []pointer # the actions, in the order read
var g_act_nodes: []Node = new []Node
var g_red_nodes: []Node = new []Node # the reducers
var g_red_state: []pointer = new []pointer
var g_red_action: []pointer = new []pointer
var g_dsp_ids: []Node = new []Node # each dispatch's action number, filled at the end
var g_dsp_names: []pointer = new []pointer
var g_dsp_at: []Node = new []Node
var g_act_main: pointer = null # the program's own file, where the drain is written
const ACTION_PASSES: int = 64
# action NAME { fields } - a record
function parse_action() -> void {
let c = parse_component()
c.uns = 3
c.vis = 1 # the program's own file makes and keeps its records
push(prog, c)
push(g_act_names, c.s)
push(g_act_nodes, c)
}
# reducer STATE on ACTION(s: mut STATE, a: ACTION) { ... }
function parse_reducer() -> void {
let st = toks[pi + 1].text
if toks[pi + 1].kind != TK_ID or not (toks[pi + 2].text == "on") or toks[pi + 3].kind != TK_ID {
perr("a reducer is `reducer State on Action(s: mut State, a: Action) { ... }`")
}
let act = toks[pi + 3].text
pi += 2
toks[pi].text = "function" # read the rest as a function named for the action
let f = parse_fn()
f.s = `ludic_reduce__{act}__{st}`
f.vis = 1
push(g_red_nodes, f)
push(g_red_state, st)
push(g_red_action, act)
push(g_red_rec, null) # a state's reducer: no row (actions_rows.ludic)
push(g_red_tbl, null)
push(g_red_tgt, null)
push(prog, f)
}
# dispatch ACTION { fields } - a statement: the action made and queued
function parse_dispatch() -> Node {
let at = toks[pi]
pi += 1
let name = eat_id()
let nw = node(E_NEW)
nw.s = name
if is_op("{") { nw.a = record() }
# its record is the queue's: one of the action's kept records, filled as `new` fills a fresh one
let take = node(E_CALL)
let tc = node(E_ID)
tc.s = `ludic_act_new__{name}`
tc.pos = -1
take.a = tc
take.pos = -1
nw.b = take
let call = node(E_CALL)
let callee = node(E_ID)
callee.s = "ludic_act_push"
callee.pos = -1
call.a = callee
call.pos = -1 # the compiler's call: the queue is supplied
let id = node(E_INT)
id.pos = -1
push(call.kids, id)
push(call.kids, nw)
push(g_dsp_ids, id)
push(g_dsp_names, name)
push(g_dsp_at, nw)
let s = node(S_EXPR)
s.a = call
s.line = at.line
return s
}
function act_index(name: pointer) -> int {
var i = 0
while i < len(g_act_names) {
if (g_act_names[i] == name) { return i }
i += 1
}
return -1
}
function act_err(n: Node, msg: pointer) -> void {
g_err_file = n.file
g_err_line = n.line
g_parsing = false
perr(msg)
}
# after the program is read: the reducers checked, each dispatch numbered, and the queue, its push
# and its drain written
function actions_finish() -> void {
rows_finish_checks() # 27.3: @Target, @RowVerb (actions_rows.ludic)
var i = 0
while i < len(g_red_nodes) {
if g_red_rec[i] != null { rr_check(i) } else { red_check(i) }
i += 1
}
i = 0
while i < len(g_dsp_ids) {
let k = act_index(g_dsp_names[i])
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]} {{ ... }}`) }
g_dsp_ids[i].ival = k
i += 1
}
# the queue and the drain are the program's, written in its own file: in the file of the first
# action they would belong to its module, and it would call every module's reducers
var file = g_parse_file
if g_act_main != null { file = g_act_main }
let line = 1
# no actions: drain_actions() is still there (a ludic.base runner calls it), and does nothing
if len(g_act_names) == 0 {
vw_parse("export function drain_actions() -> void {\n}\n", file, line, 1)
return
}
vw_parse(act_src(), file, line, 1)
}
function red_check(i: int) -> void {
let f = g_red_nodes[i]
let st = g_red_state[i]
let act = g_red_action[i]
if act_index(act) < 0 { act_err(f, `reducer {st} on {act}: {act} is not an action - declare it with action {act} {{ ... }}`) }
if not is_state_ty(st) { act_err(f, `reducer {st} on {act}: {st} is not a state`) }
var ps = new []Node
var k = 0
while k < len(f.kids) {
if f.kids[k].kind == N_PARAM { push(ps, f.kids[k]) }
k += 1
}
# between its state and the action: states it only READS, never another to write
k = 1
while k < len(ps) - 1 {
let p = ps[k]
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`) }
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`) }
k += 1
}
if len(ps) < 2 or not (ps[0].ty == st) or not (ps[len(ps) - 1].ty == act) {
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})`)
}
var j = 0
while j < i {
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)})`) }
j += 1
}
}
# the queue, its push and its drain: each action's reducers in the order of their states' names
function act_src() -> pointer {
var src = "export state LudicActions {\n kinds: []int = new []int\n vals: []pointer = new []pointer\n head: int = 0\n depth: int = 0\n"
var a = 0
while a < len(g_act_names) {
src = src + ` kept{itoa(a)}: []{g_act_names[a]} = new []{g_act_names[a]}\n used{itoa(a)}: int = 0\n`
a += 1
}
src = src + rr_fields_src() + "}\n" # 27.3: a row reducer's kept view
src = src + act_new_src()
src = src + rr_wrappers_src()
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"
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"
src = src + " while q.head < len(q.kinds) {\n if q.head == round_end {\n pass += 1\n round_end = len(q.kinds)\n"
src = src + ` if pass >= {itoa(ACTION_PASSES)} {{ ludic_act_runaway(q.kinds[q.head]) }}\n }}\n`
src = src + " let k = q.kinds[q.head]\n let v = q.vals[q.head]\n q.head += 1\n"
a = 0
while a < len(g_act_names) {
let rs = red_sorted(g_act_names[a])
if len(rs) > 0 {
src = src + ` if k == {itoa(a)} {{\n`
var r = 0
while r < len(rs) {
var callee = g_red_nodes[rs[r]].s
if g_red_rec[rs[r]] != null { callee = rr_wrap_name(rs[r]) } # the handle resolved first
src = src + ` {callee}(v)\n`
r += 1
}
src = src + " }\n"
}
a += 1
}
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
a = 0
while a < len(g_act_names) {
src = src + ` q.used{itoa(a)} = 0\n` # every record read: each is free again
a += 1
}
src = src + "}\n"
src = src + "export function ludic_act_runaway(k: int) -> void {\n var name = \"?\"\n"
a = 0
while a < len(g_act_names) {
src = src + ` if k == {itoa(a)} {{ name = "{g_act_names[a]}" }}\n`
a += 1
}
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"
return src
}
# each action's next kept record, made only when all it has are queued: `dispatch` fills it in
# place, and the drain hands them all back once every reducer has read them
function act_new_src() -> pointer {
var src = ""
var a = 0
while a < len(g_act_names) {
let n = g_act_names[a]
let k = itoa(a)
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`
a += 1
}
return src
}
# a reducer's place among its action's: its state's name, then (a row reducer) its table's path
function red_key(i: int) -> pointer {
if g_red_tbl[i] == null { return g_red_state[i] }
return `{g_red_state[i]}\t{g_red_tbl[i]}`
}
function red_sorted(act: pointer) -> []int {
let out = new []int
var i = 0
while i < len(g_red_nodes) {
if (g_red_action[i] == act) { push(out, i) }
i += 1
}
var a = 1
while a < len(out) {
let x = out[a]
var b = a - 1
while b >= 0 and reg_str_less(red_key(x), red_key(out[b])) {
out[b + 1] = out[b]
b -= 1
}
out[b + 1] = x
a += 1
}
return out
}
# a call to the queue from anywhere: the queue is the runtime's to supply, like a state an entry point
# is given (drain_actions() from a ludic.base runner or a program's own loop)
function is_action_builtin(name: pointer) -> bool {
return (name == "drain_actions") or (name == "ludic_act_push") or str_starts(name, "ludic_act_new__")
}