fix: CSPRNG on Windows, and a window's first title is the package's app name
Crypto.random_* and Uuid.* read /dev/urandom, which Windows lacks, so every byte was zero; the Windows target now calls RtlGenRandom (advapi32). ludicc takes --title, which ludic build/run/bundle pass from package.ludic's app name, so rt_init opens the window under that name instead of the program name. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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9 changed files with 33592 additions and 33300 deletions
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@ -43,17 +43,17 @@ function compile_app(src: pointer, out: pointer, mode: int, save: bool) -> bool
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var flags = "--windowed"
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if mode == 2 { flags = "--headless" }
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if save { flags = flags + " --save-temps" }
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return shq(`{ludicc()} {flags} {src} -o {out}`)
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return shq(`{ludicc()} {flags}{title_flag()} {src} -o {out}`)
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}
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if mode == 2 {
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if not shq(`{ludicc()} --headless {src} --emit-llvm -o {ll}`) { return false }
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if not shq(`{ludicc()} --headless{title_flag()} {src} --emit-llvm -o {ll}`) { return false }
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if not shq(`{cc()} -O2 {ll}{gl_link_flags(ll)}{vk_link_flags(ll)}{http_link_flags(ll)}{udp_link_flags(ll)}{process_link_flags(ll)}{threads_link_flags(ll)}{pbf} -o {out}`) { return false }
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if not save { shell(`rm -f {ll}`) }
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return true
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}
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if not shq(`{ludicc()} --windowed {src} --emit-llvm -o {ll}`) { return false }
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if not shq(`{ludicc()} --windowed{title_flag()} {src} --emit-llvm -o {ll}`) { return false }
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# audio.ll (#22) is always linked here — unused snd_* are dead-stripped; the
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# canonical `ludicc -o` path links it only when Audio.* is used.
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let cocoa = `{home}runtime/native/cocoa.ll`
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@ -63,6 +63,21 @@ function compile_app(src: pointer, out: pointer, mode: int, save: bool) -> bool
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return true
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}
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# ` --title "<app name>"` when the project's package.ludic names the app, so the window
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# opens under that name rather than the `program` name; "" otherwise, and for a name the
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# shell line could not carry safely.
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function title_flag() -> pointer {
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let name = manifest_app(read_root_manifest(), "name")
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if name == "" { return "" }
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var i = 0
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while name[i] != 0 {
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let c = name[i]
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if c == '"' or c == '`' or c == '$' or c == 92 or c == '%' or c < ' ' { return "" }
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i += 1
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}
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return ` --title "{name}"`
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}
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# A program that uses Gl.* references the @lgl_* thunks; link the OpenGL backend
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# (gl.ll + gl_thunks.ll + OpenGL.framework) only then, so other builds are untouched.
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function gl_link_flags(ll: pointer) -> pointer {
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@ -288,7 +288,7 @@ function cmd_bundle_windows() -> int {
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let staged = tmp_path("bundle_exe")
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var flags = "--windowed --gui"
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if res != "" { flags = flags + ` --link "{res}"` }
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if not shq(`{ludicc()} {flags} {entry} -o {staged}`) { return 1 }
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if not shq(`{ludicc()} {flags}{title_flag()} {entry} -o {staged}`) { return 1 }
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if not shq(`cp "{staged}.exe" "{root}/{name}.exe"`) {
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err("ludic bundle: could not place the executable\n")
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return 1
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