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>
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8 changed files with 3993 additions and 3258 deletions
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@ -176,6 +176,29 @@ fn onspawn_body(model: ptr) -> Node {
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return ptr_null()
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}
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# @OnDespawn(Model): a Model -> hook-body registry. Despawn does not statically
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# know an entity's model, so these are emitted as functions and dispatched on the
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# entity's kind at each `despawn`. @OnAttach(Property) fires per property-attach.
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var g_ondespawn: []Node # each: s = Model name, a = hook body block
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var g_onattach: []Node # each: s = Property name, a = hook body block
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fn register_ondespawn(model: ptr, body: Node) -> void {
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let n = node(N_BLOCK); n.s = model; n.a = body; push(g_ondespawn, n)
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}
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fn ondespawn_body(model: ptr) -> Node {
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let i = 0
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while i < len(g_ondespawn) { if streq(g_ondespawn[i].s, model) { return g_ondespawn[i].a }; i = i + 1 }
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return ptr_null()
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}
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fn register_onattach(prop: ptr, body: Node) -> void {
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let n = node(N_BLOCK); n.s = prop; n.a = body; push(g_onattach, n)
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}
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fn onattach_body(prop: ptr) -> Node {
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let i = 0
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while i < len(g_onattach) { if streq(g_onattach[i].s, prop) { return g_onattach[i].a }; i = i + 1 }
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return ptr_null()
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}
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# local variable environment
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fn loc_reset() -> void { nloc = 0 }
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fn loc_push(name: ptr, r: ptr, ty: ptr) -> void {
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