Lifecycle hooks: @OnStart/@OnQuit, @OnDespawn, @OnAttach (like @OnSpawn)

Adds the rest of the game/entity/property lifecycle as @-hooks, each firing at
one timeline moment and reducing to ordinary code:

- @OnStart / @OnQuit (program): @OnStart aliases the Start phase; @OnQuit runs in
  the frame loop's done: block, after the loop stops and before teardown.
- @OnDespawn(Model) (entity): a destructor. Despawn doesn't statically know the
  entity's model, so hooks compile to @on_despawn_<Model>(entity) functions and
  emit_despawn dispatches on @L_kind. Symmetric with @OnSpawn.
- @OnAttach(Property): fires in emit_init_component once a property is attached
  and seeded, with the property bound by name.

Registries + parsing mirror @OnSpawn. examples/lifecycle.ludic narrates the whole
timeline (output 1 700 50 950 2). Behaviour-preserving (goldens byte-identical,
despawn users unaffected when no hooks registered); test.sh 16/16, fixpoint holds.

Deferred: @OnDetach (per-property runtime dispatch) and scene @OnEnter/@OnExit
(need scene support in the compiler).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 21:15:50 +03:00
parent 28abd3a2c3
commit 6e11212cf2
8 changed files with 3993 additions and 3258 deletions

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@ -295,24 +295,43 @@ property Velocity {
}
```
**`@OnSpawn` — a constructor.** `@OnSpawn(Model)` on a handler runs its body every
time a `Model` is spawned, with the model's properties bound by name — a place to
initialize an entity. It's a handler keyed to the spawn, not an observer on the
data, so the ECS model is untouched:
**Lifecycle hooks.** A game's timeline has fixed moments, and each is a handler
annotation. They fire in this order and each reduces to ordinary code, so the
data stays plain and behaviour stays in handlers:
```
boot ── @OnStart ─▶ spawn ── @OnAttach(P), @OnSpawn(M) ─▶ … ── @OnDespawn(M) ─▶ quit ── @OnQuit
```
- **`@OnStart` / `@OnQuit`** — the *program*. `@OnStart` runs once at boot (it is
the `Start` phase); `@OnQuit` runs once at shutdown, after the frame loop stops
and before the process exits — the place to `save()` or clean up.
- **`@OnSpawn(Model)` / `@OnDespawn(Model)`** — an *entity*. Both bind the model's
properties by name; `@OnSpawn` is a constructor, `@OnDespawn` a destructor.
Despawn doesn't statically know an entity's model, so despawn hooks compile to
functions dispatched on the entity's kind.
- **`@OnAttach(Property)`** — a *property*, fired each time that property is
attached to an entity (once its fields are seeded), with the property bound by
name.
```ludic
# doc-check: skip — a spawn hook
@OnSpawn(Enemy)
handler InitEnemy { Health.hp = Health.max } # start every Enemy at full HP
# doc-check: skip — lifecycle hooks
@OnStart handler Boot { seed(1) }
@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
@OnDespawn(Enemy) handler Clean { drop_loot(Health.hp) } # destructor
@OnAttach(Sprite) handler Load { Sprite.id = image_load("goblin.png") }
@OnQuit handler Save { save() } # once, at shutdown
```
**`@Handles` — the handlers a program drives.** Written in front of the
`program`, `@Handles(Move)` names the handlers it uses. It parses and reads as
documentation; every declared handler still runs (registration is implicit).
See [`examples/annotations.ludic`](examples/annotations.ludic), which uses all
four. (`@OnDespawn` and change-reactions are future work — despawn doesn't
statically know an entity's model, and reactions need change-tracking.)
See [`examples/annotations.ludic`](examples/annotations.ludic) (queries, computed
fields, one hook) and [`examples/lifecycle.ludic`](examples/lifecycle.ludic) (the
whole timeline). Still to come: **`@OnDetach`** (needs the same runtime kind
dispatch as despawn, per property) and **scene** hooks (`@OnEnter`/`@OnExit`),
which wait on `scene` support landing in the compiler.
## Structs, arrays and slices

28
examples/lifecycle.ludic Normal file
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@ -0,0 +1,28 @@
# lifecycle.ludic — a game's whole lifecycle as @-hooks. Each fires at one point
# on the timeline and reduces to ordinary code, so nothing is hidden and the
# data-oriented model is untouched. Running it prints: 1 700 50 950 2 — one line
# per hook, in the order the timeline reaches them.
#
# boot ── @OnStart ──▶ spawn ── @OnAttach, @OnSpawn ──▶ … ── @OnDespawn ──▶ quit ── @OnQuit
program Life {
property Health { hp: int = 0, max: int = 100 }
property Sprite { id: int = 0 }
model Enemy { Health, Sprite }
# ---- program lifecycle -----------------------------------------------------
@OnStart handler Boot { print_int(1) } # once, at boot
@OnQuit handler Bye { print_int(2) } # once, at shutdown
# ---- property / entity lifecycle -------------------------------------------
@OnAttach(Sprite) handler Load { print_int(Sprite.id + 700) } # when a Sprite is attached
@OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor
@OnDespawn(Enemy) handler Clean { print_int(Health.hp + 900) } # destructor (dispatched by kind)
handler Seed phase Start { spawn Enemy { Health { max: 50 } } }
handler Run phase Render {
for (h) in query [Health] { print_int(h.hp) } # 50 — Init set hp to max
for (e) in query [Health] { despawn self() } # Clean fires: 50 + 900 = 950
quit()
}
}

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@ -176,6 +176,29 @@ fn onspawn_body(model: ptr) -> Node {
return ptr_null()
}
# @OnDespawn(Model): a Model -> hook-body registry. Despawn does not statically
# know an entity's model, so these are emitted as functions and dispatched on the
# entity's kind at each `despawn`. @OnAttach(Property) fires per property-attach.
var g_ondespawn: []Node # each: s = Model name, a = hook body block
var g_onattach: []Node # each: s = Property name, a = hook body block
fn register_ondespawn(model: ptr, body: Node) -> void {
let n = node(N_BLOCK); n.s = model; n.a = body; push(g_ondespawn, n)
}
fn ondespawn_body(model: ptr) -> Node {
let i = 0
while i < len(g_ondespawn) { if streq(g_ondespawn[i].s, model) { return g_ondespawn[i].a }; i = i + 1 }
return ptr_null()
}
fn register_onattach(prop: ptr, body: Node) -> void {
let n = node(N_BLOCK); n.s = prop; n.a = body; push(g_onattach, n)
}
fn onattach_body(prop: ptr) -> Node {
let i = 0
while i < len(g_onattach) { if streq(g_onattach[i].s, prop) { return g_onattach[i].a }; i = i + 1 }
return ptr_null()
}
# local variable environment
fn loc_reset() -> void { nloc = 0 }
fn loc_push(name: ptr, r: ptr, ty: ptr) -> void {

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@ -29,10 +29,37 @@ fn emit_calls_for_phase(phase: ptr) -> void {
}
}
# @OnDespawn(Model) hooks compile to `@on_despawn_<Model>(entity)` functions that
# bind the model's properties and run the body — dispatched by kind at `despawn`.
fn emit_despawn_hooks() -> void {
let i = 0
while i < len(g_ondespawn) {
let hk = g_ondespawn[i]
let model = find_arch(hk.s)
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
emit_bind_props(model, "%e")
emit_block(hk.a)
if not g_term { emit(" br label %ret\n") }
emit("ret:\n ret void\n")
code = saved
emit("define void @on_despawn_"); emit(hk.s); emit("(i32 %e) {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
i = i + 1
}
}
fn emit_game_main() -> void {
# every system becomes a function first
let i = 0
while i < len(prog) { if prog[i].kind == N_SYS { emit_system_fn(prog[i]) }; i = i + 1 }
emit_despawn_hooks()
emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n")
emit(" store i32 %argc, ptr @L_argc\n")
@ -63,6 +90,7 @@ fn emit_game_main() -> void {
emit_calls_for_phase("Render")
emit(" br label %loop\n")
emit("done:\n")
emit_calls_for_phase("OnQuit") # @OnQuit shutdown hooks run once, before teardown
if not ptr_is_null(find_fn("rt_shutdown")) { emit(" call void @fn_rt_shutdown()\n") }
emit(" ret i32 0\n}\n")
}

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@ -37,6 +37,16 @@ fn emit_init_component(e: ptr, comp: ptr, rec: Node) -> void {
j = j + 1
}
}
# @OnAttach(Property) runs once the property is attached and seeded
let ab = onattach_body(comp)
if not ptr_is_null(ab) {
let save = nloc
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(comp, vslot, comp)
emit_block(ab)
nloc = save
}
}
# bind each of a model's properties to entity `e`'s component storage, so an
@ -87,5 +97,21 @@ fn emit_spawn(st: Node) -> void {
fn emit_despawn(st: Node) -> void {
let v = emit_expr(st.a)
# @OnDespawn: dispatch on the entity's kind and run the matching model's hook
if len(g_ondespawn) > 0 {
let me = itoa(MAX_ENT)
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(v.code); emit("\n")
let kind = emit_bind(sconcat("load i32, ptr ", kp))
let i = 0
while i < len(g_ondespawn) {
let mname = g_ondespawn[i].s
let c = emit_bind(sconcat("icmp eq i32 ", sconcat(kind, sconcat(", ", itoa(find_arch_id(mname))))))
let yes = lbl("dh"); let no = lbl("dhn")
emit(" br i1 "); emit(c); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n")
emit(yes); emit(":\n call void @on_despawn_"); emit(mname); emit("(i32 "); emit(v.code); emit(")\n")
emit(" br label %"); emit(no); emit("\n"); emit(no); emit(":\n")
i = i + 1
}
}
emit(" call void @L_free_entity(i32 "); emit(v.code); emit(")\n")
}

File diff suppressed because it is too large Load diff

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@ -283,13 +283,20 @@ fn parse_one_decl() -> void {
let is_export = false
let qspec: Node = ptr_null()
let onspawn_model: ptr = ptr_null()
let ondespawn_model: ptr = ptr_null()
let onattach_prop: ptr = ptr_null()
let hook_phase: ptr = ptr_null() # @OnStart / @OnQuit override the phase
while is_op("@") {
pi = pi + 1; let a = eat_id() # collect a leading @annotation
if streq(a, "export") { is_export = true }
else { if streq(a, "Queries") { qspec = parse_queries_anno() } # @Queries(these: [...], on: ...)
else { if streq(a, "OnSpawn") { eat_op("("); onspawn_model = eat_id(); eat_op(")") } # @OnSpawn(Model)
else { if streq(a, "Queries") { qspec = parse_queries_anno() } # @Queries(these: [...], on: ...)
else { if streq(a, "OnSpawn") { eat_op("("); onspawn_model = eat_id(); eat_op(")") }
else { if streq(a, "OnDespawn") { eat_op("("); ondespawn_model = eat_id(); eat_op(")") }
else { if streq(a, "OnAttach") { eat_op("("); onattach_prop = eat_id(); eat_op(")") }
else { if streq(a, "OnStart") { hook_phase = "Start" } # boot
else { if streq(a, "OnQuit") { hook_phase = "OnQuit" } # shutdown
else { if is_op("(") { let d = 0 # any other @anno(args) — parsed and skipped
while true { if is_op("(") { d = d + 1 }; if is_op(")") { d = d - 1 }; pi = pi + 1; if d == 0 { break } } } } } }
while true { if is_op("(") { d = d + 1 }; if is_op(")") { d = d - 1 }; pi = pi + 1; if d == 0 { break } } } } } } } } } }
skipnl()
}
if is_id("import") { pi = pi + 1
@ -305,9 +312,10 @@ fn parse_one_decl() -> void {
if is_id("model") { push(prog, parse_archetype()); return }
if is_id("handler") {
let h = parse_system()
if not ptr_is_null(onspawn_model) { # @OnSpawn(Model): a spawn hook, not a phased handler
register_onspawn(onspawn_model, h.a); return
}
if not ptr_is_null(onspawn_model) { register_onspawn(onspawn_model, h.a); return } # spawn hook
if not ptr_is_null(ondespawn_model) { register_ondespawn(ondespawn_model, h.a); return } # despawn hook
if not ptr_is_null(onattach_prop) { register_onattach(onattach_prop, h.a); return } # attach hook
if not ptr_is_null(hook_phase) { h.ty = hook_phase } # @OnStart/@OnQuit
if not ptr_is_null(qspec) { # @Queries wraps the body in its S_QUERY
qspec.a = h.a
let wrap = node(N_BLOCK); push(wrap.kids, qspec); h.a = wrap
@ -353,6 +361,8 @@ fn parse_program() -> void {
prog = new []Node
g_computed = new []Node
g_onspawn = new []Node
g_ondespawn = new []Node
g_onattach = new []Node
loaded_paths = new []ptr
skipnl()
g_game_name = "Ludic"

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@ -56,6 +56,11 @@ if ./selfhost/game-build.sh build/ludicc examples/annotations.ludic "/tmp/ludic_
&& [ "$(/tmp/ludic_ann </dev/null | tr '\n' ' ')" = "3 25 0 0 " ]; then
ok "annotations.ludic (@Queries / @Computed / @OnSpawn / @Handles)"
else bad "annotations: $(tail -1 /tmp/ann.out)"; fi
# Lifecycle hooks fire in timeline order: @OnStart @OnAttach @OnSpawn @OnDespawn @OnQuit.
if ./selfhost/game-build.sh build/ludicc examples/lifecycle.ludic "/tmp/ludic_life" >/tmp/life.out 2>&1 \
&& [ "$(/tmp/ludic_life </dev/null | tr '\n' ' ')" = "1 700 50 950 2 " ]; then
ok "lifecycle.ludic (@OnStart/@OnAttach/@OnSpawn/@OnDespawn/@OnQuit in order)"
else bad "lifecycle: $(tail -1 /tmp/life.out)"; fi
# --- Toolchain-agent CLI smoke tests append below this line ---
echo "== self-hosted front-end binaries (ludicc / ludic) =="
# The two commands are one multi-call native binary built from the seed with