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