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>
237 lines
9.2 KiB
Text
237 lines
9.2 KiB
Text
# 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(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 {
|
|
var i = 0
|
|
while i < len(g_red_nodes) {
|
|
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) { 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 + "}\n"
|
|
src = src + act_new_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) {
|
|
src = src + ` {g_red_nodes[rs[r]].s}(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
|
|
}
|
|
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(g_red_state[x], g_red_state[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__")
|
|
}
|