def execution_dispatch
import bendvy-ecs-core@0.1.0.4/recognized_app_component.bend as RecognizedAppComponentimport Base
import bendvy-ecs-core@0.1.0.4/change_tick.bend as Tick
import bendvy-ecs-core@0.1.0.4/ordinary_app_execution_recipe.bend as Exec
import bendvy-ecs-core@0.1.0.4/execution_context.bend as Ctx
import bendvy-ecs-core@0.1.0.4/schedule_provision.bend as SP
import bendvy-ecs-core@0.1.0.4/captured_schedule_composition.bend as Choice
import bendvy-ecs-core@0.1.0.4/ordinary_app_registration_fields.bend as Records
import bendvy-ecs-core@0.1.0.4/world.bend as W
import bendvy-ecs-core@0.1.0.4/system.bend as Sys
import bendvy-ecs-core@0.1.0.4/transaction.bend as T
import bendvy-ecs-core@0.1.0.4/compose.bend as Q
import bendvy-ecs-core@0.1.0.4/inspector.bend as I
import bendvy-ecs-core@0.1.0.4/ordinary_query_observable.bend as O
import bendvy-ecs-core@0.1.0.4/ordinary_app_observation_data.bend as DTO
import bendvy-ecs-core@0.1.0.4/internal/ordinary_component_runner.bend as Generic
import bendvy-ecs-core@0.1.0.4/ordinary_app_component.bend as Legacy
import bendvy-ecs-core@0.1.0.4/recognized_query_declaration.bend as Recognized
import bendvy-ecs-core@0.1.0.4/recognized_system.bend as RecognizedSystem
130# Advanced App-composition projection of registered-ID dispatch.
131# Returns owners and the execution context on success or typed failure; prefer
132# the App schedule/run entry instead of supplying numeric IDs in gameplay.
133def execution_dispatch(~S:Data,~C:Type,~R:Type,~E:Data,~Owners:Type,~Rows:Data,~observe:W.World<S,C,R,E> -> W.World<S,C,R,E> & DTO.Observation<Rows>,~fold:Owners -> Owners & List<&2,Records.Fields<S>>,~PriorError:Data,~priorPlan:Owners -> Owners & SP.Plan<S>,~priorDispatch:Owners -> Ctx.Context<W.World<S,C,R,E>> -> U32 -> Owners & Sys.Outcome<Ctx.Context<W.World<S,C,R,E>>,PriorError,Unit>,~priorProvide:W.World<S,C,R,E> -> W.World<S,C,R,E> & List<&2,SP.Requirement<S>>,~Ops:Type -> Type,~Args:Data,~Error:Data,~Out:Data,~Value:Data,~query:O.Declaration<S,Q.Frame<S,C,R,E>,Ops(Q.Frame<S,C,R,E>),I.Frame<S,C,R,E>,Value>,~recognized:Recognized.Declaration<S,C,R,E,Ops>,~body:@-H:Type -> @-caps:Ops(H) -> Args -> H -> H & (T.Outcome<Error> & Out),~render:Value -> String) -> (Owners & Exec.Invocation<S,Records.Token<Sys.Registry<S,C,R,E,Args & Maybe<&2,Tick.Tick>,Q.Error<Error>,List<&2,Out>,RecognizedSystem.runner(~S,~C,~R,~E,~Ops,~Args,~Error,~Out,~recognized,~body)>>,Args,Out>) -> Ctx.Context<W.World<S,C,R,E>> -> U32 -> (Owners & Exec.Invocation<S,Records.Token<Sys.Registry<S,C,R,E,Args & Maybe<&2,Tick.Tick>,Q.Error<Error>,List<&2,Out>,RecognizedSystem.runner(~S,~C,~R,~E,~Ops,~Args,~Error,~Out,~recognized,~body)>>,Args,Out>) & Sys.Outcome<Ctx.Context<W.World<S,C,R,E>>,Choice.Choice<PriorError,ExecutionError(Error)>,Unit>:
134 Generic.execution_dispatch(~S,~C,~R,~E,~Owners,~Rows,~observe,~fold,~PriorError,~priorPlan,~priorDispatch,~priorProvide,~Ops,~Args,~Error,~Out,~Value,~query,~body,~RecognizedSystem.runner(~S,~C,~R,~E,~Ops,~Args,~Error,~Out,~recognized,~body),~RecognizedSystem.define(~S,~C,~R,~E,~Ops,~Args,~Error,~Out,~recognized,~body),~execute(~S,~C,~R,~E,~Ops,~Args,~Error,~Out,~Value,~query,~recognized,~body),~ExecutionError(Error),~callback_failure(~Error),~Legacy.RegistrationRefused{},~render)
Uses (31)
Used by (0)
No other definition uses this definition.