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