refactor(selfhost): reorganise into concern-based subdirectories
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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:
Orkun ÇAKILKAYA 2026-08-31 00:26:02 +03:00
parent f55216af50
commit 23726afa90
51 changed files with 780 additions and 771 deletions

View file

@ -1190,7 +1190,7 @@ program LudicLsp {
function builtin_sig(name: pointer) -> pointer { var i = 0; while i < len(g_builtins) { if (g_builtins[i] == name) { return g_bsigs[i] }; i = i + 1 }; return null }
# The namespaced standard-library surface: `Namespace.method`, mirroring the
# compiler's emit_ns_call (selfhost/emit_expr.ludic). Screen/Random/Input/Map
# compiler's emit_ns_call (selfhost/backend/emit_call.ludic). Screen/Random/Input/Map
# methods resolve to the underlying bare builtin's signature; Math/Text/List
# are pure fixed-point / string / slice ops with their own signatures. Returns
# the signature label for signature help, or null if it is not a known method.