feat(launcher): Process.*, Http.save_to/received/expected, App.window_hide/show
Process.spawn/poll/kill/free - non-blocking child processes with no shell: posix_spawn on macOS (process.ll), CreateProcessW with MSVC-quoted arguments and no console window on Windows (process_win.ll), linked only when a program uses Process.*. Http.save_to streams a response body into a file (NSURLSession with a run-time delegate class on macOS, the WinHTTP read loop on Windows); Http.received / Http.expected report progress while it is pending. Freeing a pending request cancels it and parks the slot until the worker has finished. App.window_hide / App.window_show take the game's window off the screen and back without closing it; the run goes on while hidden. Docs, examples, tests and a changeset. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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changes/launcher-runtime.md
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bump: minor
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type: feat
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**A launcher's runtime** — start a program, step aside while it runs, and download large
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files with a progress bar.
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- **`Process.*`** — `Process.spawn(path, args)` starts a program directly (no shell) with this
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process's environment and working directory and returns at once; `Process.poll(h)` is `-1`
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while it runs, then its exit code (`128 + signal` for a signal death, `137` after
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`Process.kill`); `Process.free` lets a handle go. `posix_spawn` on macOS
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(`runtime/native/process.ll`); `CreateProcessW` on Windows (`process_win.ll`), with each
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argument quoted by the MSVC rules and no console window. Linked only into a program that
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uses `Process.*`.
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- **`Http.save_to(h, path)`** — before `Http.send`, streams the response body straight into a
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file (written at `path` itself, created on send) instead of memory; `Http.text` of such a
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request is empty and `Http.body_len` is the bytes written. **`Http.received(h)`** and
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**`Http.expected(h)`** (the `Content-Length`, or `-1`) are live while it is pending. macOS
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streams through an `NSURLSession` with a delegate built at run time, Windows through the
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WinHTTP read loop. Freeing a pending request now cancels it and parks its slot until the
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worker has let go, rather than freeing what the worker is still writing.
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- **`App.window_hide()` / `App.window_show()`** — take the game's window off the screen and
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bring it back without closing it or its GL / Vulkan surface; the run goes on while it is
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hidden. No-ops headless and before there is a window.
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