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:
parent
28abd3a2c3
commit
6e11212cf2
8 changed files with 3993 additions and 3258 deletions
|
|
@ -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 {
|
||||
|
|
|
|||
|
|
@ -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")
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
|
@ -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"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue