refactor(selfhost): reorganise into concern-based subdirectories
Split the flat 38-file selfhost/ into concern-based subdirectories:
frontend/ lex, parse, parse_game, ast
support/ str, buf, io
backend/ core IR + expression/statement lowering
backend/game/ ECS/scene/event/world lowering
backend/stdlib/ the namespaced Math.*/Text.*/Crypto.*/… intrinsics
and split the three oversized emitters at responsibility boundaries so
no file mixes concerns:
emit_game.ludic -> + emit_world.ludic (reflection world table,
tick helpers, @main synthesis)
emit_expr.ludic -> + emit_call.ludic (namespaced builtins, call
lowering, expr dispatch)
emit_text.ludic -> + emit_text_prelude.ludic (emitted string-builder runtime)
FRAGS in tools/x/selfhost.ludic is updated to the new paths with the link
order preserved, and the Python doc/vocabulary tooling is updated to walk
the new layout. Because the build is a plain in-order concatenation and
every split lands on a blank-line boundary, the regenerated seed is
byte-identical: `x reseed` leaves selfhost/ludicc.seed.ll unchanged,
`x bootstrap-cfree` still reaches its fixed point, and both `x test` (56)
and `x selfhost-test` (29, incl. golden renders) stay green.
Closes #29
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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51 changed files with 780 additions and 771 deletions
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# emit_ecs.ludic — ECS storage and the entity allocator. For each component:
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# a %Cmp_ layout, a dense @S_ store, and an @H_ "has this component" array.
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# Entities are integer handles; L_alloc reuses freed slots. Mirrors the ECS
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# parts of compiler/back/ir_decl.c.
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const MAX_ENT: int = 1024
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function has_systems() -> bool {
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var i = 0
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while i < len(prog) { if prog[i].kind == N_SYS { return true }; i = i + 1 }
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return false
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}
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function has_models() -> bool {
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var i = 0
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while i < len(prog) { if prog[i].kind == N_ARCH { return true }; i = i + 1 }
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return false
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}
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# N5: does the program have an `entry` block? A game with both handlers and an
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# `entry` drives its own loop (calling tick_fixed/tick_render), instead of the
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# compiler's auto frame loop. A game with handlers and no entry uses the auto-loop.
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function has_entry() -> bool {
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var i = 0
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while i < len(prog) { if prog[i].kind == N_MAIN { return true }; i = i + 1 }
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return false
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}
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# Does this program run the ECS? A property alone no longer answers that — the
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# same `property` keyword also declares plain `new`-allocated records (the merged
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# `struct`). A program uses the ECS when it has a handler or a model; a tool that
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# only declares record types and functions does not, and gets no entity storage,
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# allocator, snapshot or runtime splice.
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function has_ecs() -> bool { return has_systems() or has_models() }
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function emit_ecs_storage() -> void {
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emith("@L_running = internal global i32 1\n")
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emith("@L_key = internal global i32 0\n")
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emith("@L_frame = internal global i32 0\n")
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if len(g_scenes) > 0 { emith("@L_scene = internal global i32 0\n") } # active base scene id
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emith("@L_entc = internal global i32 0\n")
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let me = itoa(MAX_ENT)
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emith(`@L_alive = internal global [{me} x i32] zeroinitializer\n`)
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emith(`@L_kind = internal global [{me} x i32] zeroinitializer\n`)
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emith(`@L_freelist = internal global [{me} x i32] zeroinitializer\n`)
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emith("@L_freen = internal global i32 0\n")
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# NETWORKING role registers (N3/N5): a runtime sets these; offline they hold the
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# single-player default — @L_role=1 (this peer is the authority), local id 0.
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# Emitted only when a networking feature is used, so non-networked builds are
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# byte-identical (§8). @L_owner_arr is the per-entity network owner (N3, @Owned).
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if net_any() {
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emith("@L_role = internal global i32 1\n") # 1 = server/authority (offline default)
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emith("@L_localid = internal global i32 0\n") # this peer's id
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}
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if net_has_owned() { emith(`@L_owner_arr = internal global [{me} x i32] zeroinitializer\n`) }
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var i = 0
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while i < len(prog) {
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let c = prog[i]
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# per-entity storage for a property (its %Cmp_ layout is emitted in the
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# header). Every property in an ECS program is a component today; a property
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# used only via `new` would not need these, but no such program mixes the two.
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if c.kind == N_COMP {
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emith(`@S_{c.s} = internal global [{me} x %Cmp_{c.s}] zeroinitializer\n`)
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emith(`@H_{c.s} = internal global [{me} x i8] zeroinitializer\n`)
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}
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# one enabled-flag global per model and per handler (default enabled)
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if c.kind == N_ARCH { emith(`@ME_{c.s} = internal global i32 1\n`) }
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if c.kind == N_SYS { emith(`@HE_{c.s} = internal global i32 1\n`) }
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i = i + 1
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}
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# one enabled-flag global per toggled layer (default shown)
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var li = 0
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while li < len(g_toggled_layers) { emith(`@LE_{g_toggled_layers[li]} = internal global i32 1\n`); li = li + 1 }
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}
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# L_reset(e): clear every has-flag and the archetype kind for entity e
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function emit_ecs_allocator() -> void {
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let me = itoa(MAX_ENT)
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emit("define void @L_reset(i32 %e) {\nentry:\n")
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var i = 0
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while i < len(prog) {
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if prog[i].kind == N_COMP {
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let hn = `%h{itoa(i)}`
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emit(" "); emit(hn); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(prog[i].s); emit(", i32 0, i32 %e\n")
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emit(" store i8 0, ptr "); emit(hn); emit("\n")
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}
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i = i + 1
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}
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emit(" %k = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n")
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emit(" store i32 0, ptr %k\n")
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# N3: reset an @Owned entity's network owner to -1 (unowned) on alloc/free
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if net_has_owned() {
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emit(" %ow = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_owner_arr, i32 0, i32 %e\n")
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emit(" store i32 -1, ptr %ow\n")
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}
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emit(" ret void\n}\n\n")
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emit("define i32 @L_alloc() {\nentry:\n")
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emit(" %fn = load i32, ptr @L_freen\n")
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emit(" %has = icmp sgt i32 %fn, 0\n")
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emit(" br i1 %has, label %reuse, label %fresh\n")
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emit("reuse:\n")
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emit(" %fn1 = sub i32 %fn, 1\n")
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emit(" store i32 %fn1, ptr @L_freen\n")
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emit(" %fp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_freelist, i32 0, i32 %fn1\n")
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emit(" %re = load i32, ptr %fp\n")
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emit(" br label %done\n")
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emit("fresh:\n")
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emit(" %ec = load i32, ptr @L_entc\n")
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emit(" %ec1 = add i32 %ec, 1\n")
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emit(" store i32 %ec1, ptr @L_entc\n")
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emit(" br label %done\n")
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emit("done:\n")
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emit(" %e = phi i32 [ %re, %reuse ], [ %ec, %fresh ]\n")
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emit(" call void @L_reset(i32 %e)\n")
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emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %e\n")
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emit(" store i32 1, ptr %ap\n")
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emit(" ret i32 %e\n}\n\n")
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emit("define void @L_free_entity(i32 %e) {\nentry:\n")
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emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %e\n")
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emit(" store i32 0, ptr %ap\n")
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emit(" call void @L_reset(i32 %e)\n")
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emit(" %fn = load i32, ptr @L_freen\n")
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emit(" %fp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_freelist, i32 0, i32 %fn\n")
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emit(" store i32 %e, ptr %fp\n")
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emit(" %fn1 = add i32 %fn, 1\n")
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emit(" store i32 %fn1, ptr @L_freen\n")
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emit(" ret void\n}\n\n")
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}
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