feat(windows): the ludic CLI and ludic bundle on Windows
The CLI's shell commands go through shell(), which is run() on POSIX and a scratch script handed to Git for Windows' bash on Windows (exit codes read directly there). compile_app links through `ludicc -o` on Windows, ludic run starts the .exe, and ludic-dev build and ensure_ludicc assemble selfhost/ludicc.win.seed.ll, which ludic-dev reseed now writes beside the macOS seed. ludic bundle makes build/<name>/ with a GUI-subsystem exe carrying the .ico beside `app icon` as an llvm-rc resource, game.lpak and packs.index; ludicc gains --gui and --link, and quotes its whole link line for cmd.exe. Verified: ludic-dev test 135/135, selfhost-test 32/32; on the PC a checkout bootstraps from the Windows seed, ludic-dev build makes the toolchain, and `ludic bundle` makes build/Maroon Lake/, which runs from its own folder. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -20,7 +20,7 @@ var forgejo_hdr: pointer = null
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function forgejo_headers() -> pointer {
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if forgejo_hdr == null {
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forgejo_hdr = tmp_path("forgejo_headers.txt")
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run(`umask 077 && printf 'Authorization: token %s\n' "$FORGEJO_TOKEN" > {forgejo_hdr}`)
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shell(`umask 077 && printf 'Authorization: token %s\n' "$FORGEJO_TOKEN" > {forgejo_hdr}`)
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}
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return forgejo_hdr
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}
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