Merge branch 'lang/foundations' into lang/uifree

This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 23:33:48 +03:00
commit 978f128755
65 changed files with 29578 additions and 26064 deletions

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@ -0,0 +1,9 @@
bump: minor
type: feature
**The built-in ECS grows.** Every component was a fixed array of 1024 slots, so a game past 1024
entities could not have them (and until the last release silently corrupted memory trying). The
per-entity stores are heap blocks now, doubled by `L_grow` as entities outgrow them, the new slots
zero: 100 000 entities spawn and query. `Prop.has` bounds against the live capacity and
`Pool.capacity` answers it. A snapshot (`save`/`load`, `world_save`/`world_load`) records its slot
count first and a load grows to it before reading the stores back, so a snapshot's size follows the
world's instead of a fixed 1024. A mod's registered components grow with the rest.

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bump: minor
type: feature
**A `Job.parallel_for` worker may read a state but not change one.** Every pool thread runs the
worker at once, and the runtime hands each call the same state, so a worker that took a state as
`mut` raced on it with nothing to say so. The compiler now refuses it (`fn bump: a worker runs on
every core at once, so it may read CountState but not change it`): a result goes into `ctx`, a
shared count through a `Sync` handle kept in the state. A function's signature already says what it
touches, so this is the whole check - the same one a parallel scheduler needs to run two systems at
once. `examples/library/threads.ludic` keeps its total in the words it hands the worker.

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@ -19,7 +19,9 @@ started on first use) and the calling thread, so each index runs exactly once, i
on (`words`, `bytes` or a `pointer`). A worker computes on what it was handed and writes only its own
index's results: it must not `spawn`, `despawn`, `push` onto a list another thread can see, or use
Http or Audio. `spawn` and `despawn` on a worker stop the program with a located message. Shared
counters go through `Sync.add`, shared totals behind a `Sync.mutex`.
counters go through `Sync.add`, shared totals behind a `Sync.mutex`. A worker may take states, but
only to read them: every thread runs it at once, so a worker that takes one as `mut` is refused at
compile time (a result goes into `ctx`, a count through a `Sync` handle kept in the state).
```ludic
program Squares {

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@ -9,17 +9,18 @@ program Threads {
state ThreadsState {
calls: int = 0 # an atomic handle, made on the main thread before any work
lock: int = 0 # a mutex handle
total: long = 0 # guarded by `lock`
}
# out[i] = i * i: every index written exactly once, by whichever thread claimed it
function square(i: int, out: words) -> void { out[i] = i * i }
# count the call atomically, and add i to a shared total under the mutex
function tally(threads_st: mut ThreadsState, i: int, ctx: pointer) -> void {
# count the call atomically, and add i to a shared total under the mutex. A worker may read a
# state (the handles in it) but never change one - every thread runs it at once - so the total
# lives in what the worker is handed
function tally(threads_st: ThreadsState, i: int, total: words) -> void {
Sync.add(threads_st.calls, 1)
Sync.lock(threads_st.lock)
threads_st.total = threads_st.total + i
total[0] = total[0] + i
Sync.unlock(threads_st.lock)
}
@ -43,10 +44,11 @@ program Threads {
threads_st.calls = Sync.atomic()
threads_st.lock = Sync.mutex()
Job.parallel_for(N, fn tally, null)
let total = words(1)
Job.parallel_for(N, fn tally, total)
if Sync.get(threads_st.calls) == N { print(4) }
let want: long = N * (N - 1) / 2
if threads_st.total == want { print(5) }
let want = N * (N - 1) / 2
if total[0] == want { print(5) }
let ran = words(N)
Job.parallel_for(N, fn placed, ran)

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@ -50,6 +50,60 @@ import "ludic.base"
| `def Systems key { ... }`, `SYS_<KEY>`, `SYS_COUNT` | a system declared from any module; the list starts from these |
| `core_init_all()`, `core_reset_all()`, `core_tick_all(t)`, `core_save_all() -> Val`, `core_load_all(v)` | the runner: in the order added, tick phase by phase |
## Entities: `Table<T>` and its indexes
A mechanic that keeps many of something (Things on the ground, animals, drops) keeps them as rows
of a `Table<T>` in its state rather than as a list it scans. The table is data-oriented and
allocates nothing per query:
- **Rows are dense.** Hot data is columns - `tb.f[c]` (floats) and `tb.i[c]` (ints), one value per
row - and `tb.rec[row]` is a record `T` for everything cold. A removal moves the last row into
the gap (`tb_remove`), so a sweep over `0 .. tb_len(tb)` touches contiguous memory.
- **Handles go stale.** `tb_add` returns a handle: a 22-bit slot and a 9-bit generation. `tb_row(tb,
h)` is -1 once the entity is removed, even after the slot is reused. Keep handles, never rows.
- **Indexes are kept by the setters.** `tb_set_f`, `tb_set_xz`, `tb_set_i` (or writing `tb.f` /
`tb.i` directly and then `tb_refile`) stamp the row's change tick and refile it in every index
that reads that column, in O(1). An index is never a frame behind.
- `tb_grid(tb, cx, cz, gate, cell)` - a spatial hash over two float columns, gated by an int
column (a row is filed while it is non-zero: "active"). `tb_nearest(tb, g, x, z, maxr, mc, mv)`
searches rings outward and stops at the first ring that cannot hold anything nearer;
`tb_within(..., out)` fills a caller's `words`. Buckets double as the rows grow.
- `tb_index(tb, col, gate)` - a cached query: the rows holding each value of an int column (a
kind). `ix_rows(ix, v)`, `ix_count(ix, v)`, `ix_first(ix, v)`.
- `tb_nearest_of` / `tb_within_of` plan between the two: a rare kind is scanned from its own
list, a common one searched by rings.
- **Change detection.** `tb_advance(tb)` moves the table to its next tick; `tb_changed_since(tb,
tick, out)` and `tb_added_since` name the rows written since - what a save or a message needs to
send a delta instead of everything.
- **Observers.** `tb_on_add(tb, fn f)` / `tb_on_remove(tb, fn f)`: `f(handle)` (its states supplied,
like a system's) is told each handle as its row is made and before it goes.
- **Groups and chunks.** `tb_remove_all(tb, ix, v)` removes every row an index files under one
value - a kind, or a chunk of the world a stream lets go (`chunk_of(x, z, size)` packs a chunk's
cell into an int). An index keeps a small value (below 1024) in its own slot and gives a larger,
sparse one (a chunk's packed cell) a slot through a map, so each value costs one list.
- **Change detection is per 64-row block too**: `tb_changed_since` skips a block nobody wrote
since. A row moved into a removal's gap keeps its own tick; the removal is the observer's.
- **Parallel work reads, never writes, a state.** `Job.parallel_for(n, fn work, ctx)` over a
table's columns runs on every core; the compiler refuses a worker that takes a state as `mut`
(a result goes into `ctx`, a shared count through a `Sync` handle kept in the state).
- **Stable ids.** `IntMap` (`imap_new`, `imap_put`, `imap_get(m, k, none)`, `imap_del`) maps an
id kept in a save or a message to a handle without a scan.
Ludic frees nothing a safe program allocates, so a query that built a list per call leaked every
frame. Every question here writes into a buffer the caller keeps. What each costs, against a
`[]Record` list scanned (`M4 Pro`, one thread):
| | 10 000 | 100 000 | 1 000 000 |
| --- | --- | --- | --- |
| nearest, any | 0.37 us (list 30) | 1.5 us (list 307) | 7.2 us (list 3075) |
| nearest of a kind (1 in 40) | 1.4 us (list 5.8) | 3.3 us (list 56) | 12 us (list 864) |
| by id | 0.1 us (list 1.7) | 0.09 us (list 17) | 1.5 us (list 324) |
| within 30 m | 0.9 us | 1.5 us | 6.9 us |
| a move, refiled | 11 ns | 14 ns | 44 ns |
`tests/ecs_fuzz_test.ludic` holds the grid and the kind index against a scan through thousands of
random adds, removes, moves, kind changes and gate flips.
## A toy mechanic
```ludic

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# ludic.base/ecs_grid.ludic - a spatial hash over two float columns: square cells hashed into
# buckets, each a doubly linked list of rows, so filing, moving and unfiling a row is O(1)
export property Grid {
cx: int = 0
cz: int = 1
gate: int = -1 # an int column: a row is filed only while it is non-zero (-1: always)
inv: float = 0.0625 # 1 / the cell's side
mask: int = 255 # buckets - 1, a power of two less one
head: words = null # bucket -> row + 1, 0 empty
next: words = null # row -> the next row in its bucket + 1
prev: words = null # row -> the previous row + 1
key: words = null # row -> its packed cell, -1 while not filed
count: int = 0
}
function grid_cell(g: Grid, v: float) -> int { return int(Math.floor(v * g.inv)) }
function grid_key(ix: int, iz: int) -> int { return ((ix & 32767) << 15) | (iz & 32767) }
function grid_bucket(g: Grid, ix: int, iz: int) -> int { return ((ix * 73856093) ^ (iz * 19349663)) & g.mask }
function grid_make(cx: int, cz: int, gate: int, cell: float, rows: int) -> Grid {
let g = new Grid
g.cx = cx
g.cz = cz
g.gate = gate
g.inv = 1.0 / cell
g.head = words(g.mask + 1)
g.next = words(0)
g.prev = words(0)
g.key = words(0)
for r in 0 .. rows { grid_grow(g) }
return g
}
# index a table spatially by columns cx and cz, in cells `cell` wide; its rows are filed at once
export function tb_grid<T>(tb: Table<T>, cx: int, cz: int, gate: int, cell: float) -> Grid {
let g = grid_make(cx, cz, gate, cell, tb.n)
push(tb.grids, g)
for r in 0 .. tb.n { tb_grid_refile(tb, g, r) }
return g
}
export function grid_count(g: Grid) -> int { return g.count }
function grid_grow(g: Grid) -> void {
push(g.next, 0)
push(g.prev, 0)
push(g.key, -1)
}
function grid_shrink(g: Grid) -> void {
List.pop(g.next)
List.pop(g.prev)
List.pop(g.key)
}
function grid_link(g: Grid, r: int, k: int, b: int) -> void {
let h = g.head[b]
g.next[r] = h
g.prev[r] = 0
if h > 0 { g.prev[h - 1] = r + 1 }
g.head[b] = r + 1
g.key[r] = k
g.count += 1
}
function grid_unlink(g: Grid, r: int) -> void {
let k = g.key[r]
if k < 0 { return }
let p = g.prev[r]
let n = g.next[r]
if p > 0 { g.next[p - 1] = n } else { g.head[grid_bucket(g, grid_key_x(k), grid_key_z(k))] = n }
if n > 0 { g.prev[n - 1] = p }
g.key[r] = -1
g.count -= 1
}
# a packed key back to its cell (sign-extended from 15 bits)
function grid_key_x(k: int) -> int { return ((k >> 15) & 32767) - (((k >> 29) & 1) * 32768) }
function grid_key_z(k: int) -> int { return (k & 32767) - (((k >> 14) & 1) * 32768) }

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# ludic.base/ecs_grid_file.ludic - where a row is filed follows its columns: a row that has not
# left its cell is not touched, a moved one is relinked, and the buckets double as the rows grow
function grid_refile(g: Grid, r: int, x: float, z: float, on: bool) -> void {
if not on {
grid_unlink(g, r)
return
}
let ix = grid_cell(g, x)
let iz = grid_cell(g, z)
let k = grid_key(ix, iz)
if g.key[r] == k { return }
grid_unlink(g, r)
grid_link(g, r, k, grid_bucket(g, ix, iz))
if g.count > (g.mask + 1) * 2 { grid_rehash(g) }
}
# row `from` becomes row `to` (which is not filed): its neighbours and its bucket follow it
function grid_moved(g: Grid, from: int, to: int) -> void {
let k = g.key[from]
g.key[to] = k
if k < 0 { return }
let p = g.prev[from]
let n = g.next[from]
g.prev[to] = p
g.next[to] = n
if p > 0 { g.next[p - 1] = to + 1 } else { g.head[grid_bucket(g, grid_key_x(k), grid_key_z(k))] = to + 1 }
if n > 0 { g.prev[n - 1] = to + 1 }
g.key[from] = -1
}
# twice the buckets, every filed row linked again where its key now hashes
function grid_rehash(g: Grid) -> void {
g.mask = g.mask * 2 + 1
g.head = words(g.mask + 1)
g.count = 0
for r in 0 .. len(g.key) {
let k = g.key[r]
if k >= 0 { grid_link(g, r, k, grid_bucket(g, grid_key_x(k), grid_key_z(k))) }
}
}

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# ludic.base/ecs_grid_query.ludic - the nearest row: rings of cells outward from the point, stopping
# at the first ring that cannot hold anything nearer. A match is an int column equal to a value
# (column -1: any), or a predicate on the row's record. A question: it writes nothing but locals.
const GRID_RINGS: int = 24 # past this many rings a scan of the filed rows is cheaper
const GRID_FAR: float = 1000000000000.0
# the nearest filed row to (x, z) within maxr (0: any distance) matching (mc, mv), or -1
export function tb_nearest<T>(tb: Table<T>, g: Grid, x: float, z: float, maxr: float, mc: int, mv: int) -> int {
if g.count == 0 { return -1 }
var mcol: words = null
if mc >= 0 { mcol = tb.i[mc] }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
var best = -1
var bd = grid_limit(maxr)
let cs = 1.0 / g.inv
let ix0 = grid_cell(g, x)
let iz0 = grid_cell(g, z)
var ring = 0
while ring <= GRID_RINGS {
if ring > 0 and grid_ring_past(ring, cs, bd) { return best }
let span = grid_ring_n(ring)
for k in 0 .. span {
best = grid_visit(g, xs, zs, mcol, mv, x, z, grid_ring_x(ix0, ring, k), grid_ring_z(iz0, ring, k), best, bd)
if best >= 0 { bd = grid_d2(xs, zs, best, x, z) }
}
ring += 1
}
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and (mcol == null or mcol[row] == mv) and grid_d2(xs, zs, row, x, z) < bd {
best = row
bd = grid_d2(xs, zs, row, x, z)
}
}
return best
}
function grid_limit(maxr: float) -> float {
if maxr > 0.0 { return maxr * maxr }
return GRID_FAR
}
# the nearest a point of ring `ring` can be is (ring - 1) cells: past the best, nothing there wins
function grid_ring_past(ring: int, cs: float, bd: float) -> bool {
let near = float(ring - 1) * cs
return near * near > bd
}
function grid_d2(xs: floats, zs: floats, row: int, x: float, z: float) -> float {
let dx = xs[row] - x
let dz = zs[row] - z
return dx * dx + dz * dz
}
# a ring's cells in a fixed order: 1 for ring 0, else 8 * ring round the square's edge
function grid_ring_n(ring: int) -> int {
if ring == 0 { return 1 }
return 8 * ring
}
function grid_ring_x(ix0: int, ring: int, k: int) -> int {
if ring == 0 { return ix0 }
let side = 2 * ring
if k < side { return ix0 - ring + k }
if k < 2 * side { return ix0 + ring }
if k < 3 * side { return ix0 + ring - (k - 2 * side) }
return ix0 - ring
}
function grid_ring_z(iz0: int, ring: int, k: int) -> int {
if ring == 0 { return iz0 }
let side = 2 * ring
if k < side { return iz0 - ring }
if k < 2 * side { return iz0 - ring + (k - side) }
if k < 3 * side { return iz0 + ring }
return iz0 + ring - (k - 3 * side)
}
# one cell: its bucket's rows that are really in it and match; the better of them and `best`
function grid_visit(g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, ix: int, iz: int, best: int, bd: float) -> int {
let k = grid_key(ix, iz)
var b = best
var d = bd
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k and (mcol == null or mcol[row] == mv) {
let d2 = grid_d2(xs, zs, row, x, z)
if d2 < d {
d = d2
b = row
}
}
r = g.next[row]
}
return b
}

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# ludic.base/ecs_grid_where.ludic - the grid's questions put to the rows' records: the nearest one a
# predicate keeps, and every record within a radius into the caller's list. The predicate is called
# with the record only; it may read anything, and must change nothing the grid indexes.
export function tb_nearest_where<T>(tb: Table<T>, g: Grid, x: float, z: float, maxr: float, keep: fn(T) -> bool) -> int {
if g.count == 0 { return -1 }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
var best = -1
var bd = grid_limit(maxr)
let cs = 1.0 / g.inv
let ix0 = grid_cell(g, x)
let iz0 = grid_cell(g, z)
var ring = 0
while ring <= GRID_RINGS {
if ring > 0 and grid_ring_past(ring, cs, bd) { return best }
for k in 0 .. grid_ring_n(ring) {
best = grid_visit_where(tb, g, xs, zs, x, z, grid_ring_x(ix0, ring, k), grid_ring_z(iz0, ring, k), best, bd, keep)
if best >= 0 { bd = grid_d2(xs, zs, best, x, z) }
}
ring += 1
}
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and grid_d2(xs, zs, row, x, z) < bd and keep(tb.rec[row]) {
best = row
bd = grid_d2(xs, zs, row, x, z)
}
}
return best
}
function grid_visit_where<T>(tb: Table<T>, g: Grid, xs: floats, zs: floats, x: float, z: float, ix: int, iz: int, best: int, bd: float, keep: fn(T) -> bool) -> int {
let k = grid_key(ix, iz)
var b = best
var d = bd
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k {
let d2 = grid_d2(xs, zs, row, x, z)
if d2 < d and keep(tb.rec[row]) {
d = d2
b = row
}
}
r = g.next[row]
}
return b
}
# every filed record within r of (x, z) matching (mc, mv), appended to `out` (cleared first) - the
# caller's list, kept in the caller's state and reused, so a frame's question allocates nothing
export function tb_within_recs<T>(tb: Table<T>, g: Grid, x: float, z: float, r: float, mc: int, mv: int, out: []T) -> int {
List.clear(out)
if g.count == 0 { return 0 }
var mcol: words = null
if mc >= 0 { mcol = tb.i[mc] }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
let ix0 = grid_cell(g, x - r)
let ix1 = grid_cell(g, x + r)
let iz0 = grid_cell(g, z - r)
let iz1 = grid_cell(g, z + r)
let cells = (ix1 - ix0 + 1) * (iz1 - iz0 + 1)
if cells > g.count or cells < 0 {
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and (mcol == null or mcol[row] == mv) and grid_d2(xs, zs, row, x, z) <= r * r { push(out, tb.rec[row]) }
}
return len(out)
}
for ix in ix0 .. ix1 + 1 {
for iz in iz0 .. iz1 + 1 { grid_recs_cell(tb, g, xs, zs, mcol, mv, x, z, r * r, ix, iz, out) }
}
return len(out)
}
function grid_recs_cell<T>(tb: Table<T>, g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, r2: float, ix: int, iz: int, out: []T) -> void {
let k = grid_key(ix, iz)
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k and (mcol == null or mcol[row] == mv) and grid_d2(xs, zs, row, x, z) <= r2 { push(out, tb.rec[row]) }
r = g.next[row]
}
}
# every record of kind v (an index over column ix.col) within r, into `out`: a rare kind from its list
export function tb_within_of_recs<T>(tb: Table<T>, g: Grid, ix: IntIndex, x: float, z: float, r: float, v: int, out: []T) -> int {
let n = ix_count(ix, v)
if n > PLAN_LIST_MAX { return tb_within_recs(tb, g, x, z, r, ix.col, v, out) }
List.clear(out)
if n == 0 { return 0 }
let rows = ix.lists[v]
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
for k in 0 .. n {
let row = rows[k]
if g.gate >= 0 and tb.i[g.gate][row] == 0 { continue }
if grid_d2(xs, zs, row, x, z) <= r * r { push(out, tb.rec[row]) }
}
return len(out)
}

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# ludic.base/ecs_grid_within.ludic - every filed row within r of (x, z) matching (mc, mv), into
# `out` (cleared first), in no order; the count is returned. A radius wider than the rows are many
# is answered by one scan of them instead of by cells.
export function tb_within<T>(tb: Table<T>, g: Grid, x: float, z: float, r: float, mc: int, mv: int, out: words) -> int {
List.clear(out)
if g.count == 0 { return 0 }
var mcol: words = null
if mc >= 0 { mcol = tb.i[mc] }
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
let ix0 = grid_cell(g, x - r)
let ix1 = grid_cell(g, x + r)
let iz0 = grid_cell(g, z - r)
let iz1 = grid_cell(g, z + r)
let cells = (ix1 - ix0 + 1) * (iz1 - iz0 + 1)
if cells > g.count or cells < 0 {
grid_within_scan(g, xs, zs, mcol, mv, x, z, r * r, out)
return len(out)
}
for ix in ix0 .. ix1 + 1 {
for iz in iz0 .. iz1 + 1 { grid_within_cell(g, xs, zs, mcol, mv, x, z, r * r, ix, iz, out) }
}
return len(out)
}
function grid_within_cell(g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, r2: float, ix: int, iz: int, out: words) -> void {
let k = grid_key(ix, iz)
var r = g.head[grid_bucket(g, ix, iz)]
while r > 0 {
let row = r - 1
if g.key[row] == k and (mcol == null or mcol[row] == mv) {
let dx = xs[row] - x
let dz = zs[row] - z
if dx * dx + dz * dz <= r2 { push(out, row) }
}
r = g.next[row]
}
}
function grid_within_scan(g: Grid, xs: floats, zs: floats, mcol: words, mv: int, x: float, z: float, r2: float, out: words) -> void {
for row in 0 .. len(g.key) {
if g.key[row] >= 0 and (mcol == null or mcol[row] == mv) {
let dx = xs[row] - x
let dz = zs[row] - z
if dx * dx + dz * dz <= r2 { push(out, row) }
}
}
}

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# ludic.base/ecs_group.ludic - a group is every row an index files under one value: a kind, or a
# chunk of the world, loaded and let go together. A chunk's number packs its two cell coordinates.
export function chunk_of(x: float, z: float, size: float) -> int {
let cx = int(Math.floor(x / size))
let cz = int(Math.floor(z / size))
return ((cx & 32767) << 15) | (cz & 32767)
}
# every row filed under v in ix removed (the observers told of each); how many went. The index's
# own list shrinks as each goes, so it is read from its end until it is empty.
export function tb_remove_all<T>(tb: Table<T>, ix: IntIndex, v: int) -> int {
var n = 0
let rows = ix_rows(ix, v)
while len(rows) > 0 {
let h = tb.ent[rows[len(rows) - 1]]
if not tb_remove(tb, h) { return n }
n += 1
}
return n
}

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@ -0,0 +1,18 @@
# ludic.base/ecs_hooks.ludic - observers on a table: told each handle as its row is made, and before
# it is removed, so what depends on a table (a drawing, a message) follows it without a scan
# an observer: a function handed an entity's handle (its states are supplied, like a system's)
export property TbHook {
run: fn(int) -> void = null
}
# f is told every handle added from here on, and every handle about to be removed
export function tb_on_add<T>(tb: Table<T>, f: fn(int) -> void) -> void {
let hk = new TbHook
hk.run = f
push(tb.on_add, hk)
}
export function tb_on_remove<T>(tb: Table<T>, f: fn(int) -> void) -> void {
let hk = new TbHook
hk.run = f
push(tb.on_remove, hk)
}

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@ -0,0 +1,83 @@
# ludic.base/ecs_index.ludic - a cached query: for each value of an int column (a kind), the rows
# holding it, kept current by the table's setters, so "every fire" is a list and "how many" a length
export property IntIndex {
col: int = 0
gate: int = -1 # an int column: a row is filed only while it is non-zero (-1: always)
lists: []words = null # value -> its rows
pos: words = null # row -> where it stands in its value's list, -1 not filed
val: words = null # row -> the slot of the value it is filed under
empty: words = null # what a value with no rows answers
sparse: IntMap = null # a value past IX_DENSE (a chunk's packed cell) to its list's slot
}
export function tb_index<T>(tb: Table<T>, col: int, gate: int) -> IntIndex {
let ix = new IntIndex
ix.col = col
ix.gate = gate
ix.lists = new []words
ix.pos = words(0)
ix.val = words(0)
ix.empty = words(0)
ix.sparse = imap_new()
for r in 0 .. tb.n { ix_grow(ix) }
push(tb.idx, ix)
for r in 0 .. tb.n { tb_ix_refile(tb, ix, r) }
return ix
}
# the rows filed under v - the index's own list: read it, never push to it
export function ix_rows(ix: IntIndex, v: int) -> words {
let s = ix_slot(ix, v, false)
if s < 0 { return ix.empty }
return ix.lists[s]
}
export function ix_count(ix: IntIndex, v: int) -> int { return len(ix_rows(ix, v)) }
# the first row filed under v, or -1
export function ix_first(ix: IntIndex, v: int) -> int {
let rows = ix_rows(ix, v)
if len(rows) == 0 { return -1 }
return rows[0]
}
function ix_grow(ix: IntIndex) -> void {
push(ix.pos, -1)
push(ix.val, -1)
}
function ix_shrink(ix: IntIndex) -> void {
List.pop(ix.pos)
List.pop(ix.val)
}
function ix_file(ix: IntIndex, r: int, v: int) -> void {
let s = ix_slot(ix, v, true)
if ix.pos[r] >= 0 and ix.val[r] == s { return }
ix_unfile(ix, r)
if s < 0 { return }
ix.pos[r] = len(ix.lists[s])
ix.val[r] = s
push(ix.lists[s], r)
}
# out of its list: the list's last row takes its place
function ix_unfile(ix: IntIndex, r: int) -> void {
let p = ix.pos[r]
if p < 0 { return }
let l = ix.lists[ix.val[r]]
let last = List.pop(l)
if last != r {
l[p] = last
ix.pos[last] = p
}
ix.pos[r] = -1
ix.val[r] = -1
}
# row `from` becomes row `to` (which is not filed)
function ix_moved(ix: IntIndex, from: int, to: int) -> void {
let p = ix.pos[from]
ix.pos[to] = p
ix.val[to] = ix.val[from]
if p >= 0 { ix.lists[ix.val[from]][p] = to }
ix.pos[from] = -1
ix.val[from] = -1
}

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@ -0,0 +1,24 @@
# ludic.base/ecs_index_slot.ludic - where a value's list lives: a small value (a kind) is its own
# slot; a large one (a chunk's packed cell) is given the next slot through a map, so a sparse
# value costs one list and not every list up to it
const IX_DENSE: int = 1024 # a value below this is its own slot; above, one is given it
# the slot value v's list is in, -1 when it has none (and `make` did not ask for one)
function ix_slot(ix: IntIndex, v: int, make: bool) -> int {
if v < 0 { return -1 }
if v < IX_DENSE {
if v >= len(ix.lists) {
if not make { return -1 }
while len(ix.lists) <= v { push(ix.lists, words(0)) }
}
return v
}
var s = imap_get(ix.sparse, v, -1)
if s < 0 and make {
while len(ix.lists) < IX_DENSE { push(ix.lists, words(0)) }
s = len(ix.lists)
push(ix.lists, words(0))
imap_put(ix.sparse, v, s)
}
return s
}

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@ -0,0 +1,79 @@
# ludic.base/ecs_map.ludic - IntMap: a key (0 or more) to a value, open addressing with linear
# probing; what turns a stable id kept in a save or a message into a handle without a scan
export property IntMap {
keys: words = null # -1 empty, -2 a key that was deleted
vals: words = null
mask: int = 63
n: int = 0
used: int = 0 # live and deleted slots: what makes probing long
}
export function imap_new() -> IntMap {
let m = new IntMap
imap_alloc(m, 64)
return m
}
function imap_alloc(m: IntMap, cap: int) -> void {
m.keys = words(cap)
m.vals = words(cap)
for i in 0 .. cap { m.keys[i] = -1 }
m.mask = cap - 1
m.n = 0
m.used = 0
}
function imap_slot(m: IntMap, k: int) -> int { return ((k * -1640531535) >> 7) & m.mask }
# the value under k, or `none` when there is none
export function imap_get(m: IntMap, k: int, none: int) -> int {
var s = imap_slot(m, k)
while m.keys[s] != -1 {
if m.keys[s] == k { return m.vals[s] }
s = (s + 1) & m.mask
}
return none
}
export function imap_put(m: IntMap, k: int, v: int) -> void {
if (m.used + 1) * 4 > (m.mask + 1) * 3 { imap_grow(m) }
var s = imap_slot(m, k)
var tomb = -1
while m.keys[s] != -1 {
if m.keys[s] == k {
m.vals[s] = v
return
}
if m.keys[s] == -2 and tomb < 0 { tomb = s }
s = (s + 1) & m.mask
}
if tomb >= 0 { s = tomb } else { m.used += 1 }
m.keys[s] = k
m.vals[s] = v
m.n += 1
}
export function imap_del(m: IntMap, k: int) -> bool {
var s = imap_slot(m, k)
while m.keys[s] != -1 {
if m.keys[s] == k {
m.keys[s] = -2
m.n -= 1
return true
}
s = (s + 1) & m.mask
}
return false
}
export function imap_len(m: IntMap) -> int { return m.n }
export function imap_clear(m: IntMap) -> void { imap_alloc(m, m.mask + 1) }
function imap_grow(m: IntMap) -> void {
let ok = m.keys
let ov = m.vals
var cap = m.mask + 1
if m.n * 2 > cap { cap = cap * 2 }
imap_alloc(m, cap)
for i in 0 .. len(ok) { if ok[i] >= 0 { imap_put(m, ok[i], ov[i]) } }
}

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@ -0,0 +1,46 @@
# ludic.base/ecs_plan.ludic - a query that has both a grid and a kind index picks the cheaper way:
# a rare kind's own list scanned, a common one found by rings with the kind as the match
const PLAN_LIST_MAX: int = 192 # a kind with at most this many rows is scanned from its list
export function tb_nearest_of<T>(tb: Table<T>, g: Grid, ix: IntIndex, x: float, z: float, maxr: float, v: int) -> int {
let n = ix_count(ix, v)
if n == 0 { return -1 }
if n > PLAN_LIST_MAX { return tb_nearest(tb, g, x, z, maxr, ix.col, v) }
let rows = ix.lists[v]
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
var best = -1
var bd = 1000000000000.0
if maxr > 0.0 { bd = maxr * maxr }
for k in 0 .. n {
let r = rows[k]
if g.gate >= 0 and tb.i[g.gate][r] == 0 { continue }
let dx = xs[r] - x
let dz = zs[r] - z
let d2 = dx * dx + dz * dz
if d2 < bd or (d2 == bd and best < 0) {
bd = d2
best = r
}
}
return best
}
# within r of (x, z), of kind v, into `out`
export function tb_within_of<T>(tb: Table<T>, g: Grid, ix: IntIndex, x: float, z: float, r: float, v: int, out: words) -> int {
let n = ix_count(ix, v)
if n > PLAN_LIST_MAX { return tb_within(tb, g, x, z, r, ix.col, v, out) }
List.clear(out)
if n == 0 { return 0 }
let rows = ix.lists[v]
let xs = tb.f[g.cx]
let zs = tb.f[g.cz]
for k in 0 .. n {
let row = rows[k]
if g.gate >= 0 and tb.i[g.gate][row] == 0 { continue }
let dx = xs[row] - x
let dz = zs[row] - z
if dx * dx + dz * dz <= r * r { push(out, row) }
}
return len(out)
}

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@ -0,0 +1,96 @@
# ludic.base/ecs_table.ludic - a Table<T>: entities as dense rows of hot columns (floats, words)
# and one record each for what is cold. A handle is a slot and a generation, so a stale one misses.
export const ECS_SLOT: int = 4194303 # the low 22 bits of a handle: its slot
export const ECS_GEN: int = 511 # the next 9: how many times the slot was reused
export const ECS_NONE: int = -1
export property Table<T> {
n: int = 0
rec: []T = null
ent: words = null # row -> handle
f: []floats = null # hot float columns, a value per row each
i: []words = null # hot int columns
added: words = null # row -> the tick it was added at
changed: words = null # row -> the tick a setter last wrote it at
blk: words = null # 64-row block -> the newest tick any row in it was added or written at
tick: int = 1
slot_gen: words = null # slot -> generation
slot_row: words = null # slot -> row, -1 while free
free: words = null
grids: []Grid = null
idx: []IntIndex = null
on_add: []TbHook = null # observers: told a handle as its row is made, and before it goes
on_remove: []TbHook = null
}
# a table of nf float and ni int columns, every value 0 in a new row
export function table_new<T>(nf: int, ni: int) -> Table<T> {
let tb = new Table<T>
tb.rec = new []T
tb.ent = words(0)
tb.f = new []floats
tb.i = new []words
for c in 0 .. nf { push(tb.f, floats(0)) }
for c in 0 .. ni { push(tb.i, words(0)) }
tb.added = words(0)
tb.changed = words(0)
tb.blk = words(0)
tb.slot_gen = words(0)
tb.slot_row = words(0)
tb.free = words(0)
tb.grids = new []Grid
tb.idx = new []IntIndex
tb.on_add = new []TbHook
tb.on_remove = new []TbHook
return tb
}
export function tb_len<T>(tb: Table<T>) -> int { return tb.n }
export function tb_rec<T>(tb: Table<T>, row: int) -> T { return tb.rec[row] }
export function tb_handle<T>(tb: Table<T>, row: int) -> int { return tb.ent[row] }
export function tb_tick<T>(tb: Table<T>) -> int { return tb.tick }
# the next tick: what is written from here on is newer than anything before
export function tb_advance<T>(tb: Table<T>) -> void { tb.tick += 1 }
# the row a handle names, or -1 when it was removed (or the slot has been reused since)
export function tb_row<T>(tb: Table<T>, h: int) -> int {
if h < 0 { return -1 }
let s = h & ECS_SLOT
if s >= len(tb.slot_gen) or tb.slot_gen[s] != ((h >> 22) & ECS_GEN) { return -1 }
return tb.slot_row[s]
}
export function tb_alive<T>(tb: Table<T>, h: int) -> bool { return tb_row(tb, h) >= 0 }
# a new row holding `r`, every column 0 and filed in no index until a setter says where it is
export function tb_add<T>(tb: Table<T>, r: T) -> int {
var s = 0
if len(tb.free) > 0 { s = List.pop(tb.free) } else {
s = len(tb.slot_gen)
push(tb.slot_gen, 0)
push(tb.slot_row, -1)
}
tb.slot_row[s] = tb.n
let h = s | (tb.slot_gen[s] << 22)
push(tb.rec, r)
push(tb.ent, h)
push(tb.added, tb.tick)
push(tb.changed, tb.tick)
for c in 0 .. len(tb.f) { push(tb.f[c], 0.0) }
for c in 0 .. len(tb.i) { push(tb.i[c], 0) }
tb.n += 1
for g in 0 .. len(tb.grids) { grid_grow(tb.grids[g]) }
for k in 0 .. len(tb.idx) { ix_grow(tb.idx[k]) }
tb_stamp(tb, tb.n - 1)
for k in 0 .. len(tb.on_add) { tb.on_add[k].run(h) }
return h
}
# the row's tick, and its block's: what change detection reads
function tb_stamp<T>(tb: Table<T>, row: int) -> void {
tb.changed[row] = tb.tick
let b = row >> 6
while len(tb.blk) <= b { push(tb.blk, 0) }
tb.blk[b] = tb.tick
}

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@ -0,0 +1,49 @@
# ludic.base/ecs_table_remove.ludic - removing a row moves the last one into its place, so the
# rows stay dense; every index is told, and the slot's generation moves on
export function tb_remove<T>(tb: Table<T>, h: int) -> bool {
if tb_row(tb, h) < 0 { return false }
for k in 0 .. len(tb.on_remove) { tb.on_remove[k].run(h) }
let r = tb_row(tb, h)
if r < 0 { return false }
for g in 0 .. len(tb.grids) { grid_unlink(tb.grids[g], r) }
for k in 0 .. len(tb.idx) { ix_unfile(tb.idx[k], r) }
let last = tb.n - 1
if r != last { tb_move(tb, last, r) }
tb_pop(tb)
let s = h & ECS_SLOT
tb.slot_row[s] = -1
tb.slot_gen[s] = (tb.slot_gen[s] + 1) & ECS_GEN
push(tb.free, s)
return true
}
function tb_move<T>(tb: Table<T>, from: int, to: int) -> void {
tb.rec[to] = tb.rec[from]
tb.ent[to] = tb.ent[from]
tb.added[to] = tb.added[from]
tb.changed[to] = tb.changed[from]
for c in 0 .. len(tb.f) { tb.f[c][to] = tb.f[c][from] }
for c in 0 .. len(tb.i) { tb.i[c][to] = tb.i[c][from] }
tb.slot_row[tb.ent[to] & ECS_SLOT] = to
let b = to >> 6
if tb.blk[b] < tb.changed[to] { tb.blk[b] = tb.changed[to] }
for g in 0 .. len(tb.grids) { grid_moved(tb.grids[g], from, to) }
for k in 0 .. len(tb.idx) { ix_moved(tb.idx[k], from, to) }
}
function tb_pop<T>(tb: Table<T>) -> void {
List.pop(tb.rec)
List.pop(tb.ent)
List.pop(tb.added)
List.pop(tb.changed)
for c in 0 .. len(tb.f) { List.pop(tb.f[c]) }
for c in 0 .. len(tb.i) { List.pop(tb.i[c]) }
for g in 0 .. len(tb.grids) { grid_shrink(tb.grids[g]) }
for k in 0 .. len(tb.idx) { ix_shrink(tb.idx[k]) }
tb.n -= 1
}
# every row gone; the slots keep their generations, so an old handle still misses
export function tb_clear<T>(tb: Table<T>) -> void {
while tb.n > 0 { tb_remove(tb, tb.ent[tb.n - 1]) }
}

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@ -0,0 +1,76 @@
# ludic.base/ecs_table_set.ludic - the setters: a write stamps the row's tick and refiles it in
# every index that reads that column, so an index is never a frame behind what it indexes
export function tb_f<T>(tb: Table<T>, c: int, row: int) -> float { return tb.f[c][row] }
export function tb_i<T>(tb: Table<T>, c: int, row: int) -> int { return tb.i[c][row] }
export function tb_set_f<T>(tb: Table<T>, c: int, row: int, v: float) -> void {
tb.f[c][row] = v
tb_stamp(tb, row)
for g in 0 .. len(tb.grids) {
let gr = tb.grids[g]
if gr.cx == c or gr.cz == c { tb_grid_refile(tb, gr, row) }
}
}
# two float columns at once, filed once: a move
export function tb_set_xz<T>(tb: Table<T>, cx: int, cz: int, row: int, x: float, z: float) -> void {
tb.f[cx][row] = x
tb.f[cz][row] = z
tb_stamp(tb, row)
for g in 0 .. len(tb.grids) {
let gr = tb.grids[g]
if gr.cx == cx or gr.cz == cz or gr.cx == cz or gr.cz == cx { tb_grid_refile(tb, gr, row) }
}
}
export function tb_set_i<T>(tb: Table<T>, c: int, row: int, v: int) -> void {
tb.i[c][row] = v
tb_stamp(tb, row)
for g in 0 .. len(tb.grids) { if tb.grids[g].gate == c { tb_grid_refile(tb, tb.grids[g], row) } }
for k in 0 .. len(tb.idx) {
let ix = tb.idx[k]
if ix.col == c or ix.gate == c { tb_ix_refile(tb, ix, row) }
}
}
# a row written without a setter (tb.f / tb.i directly, for speed) is refiled everywhere by this
export function tb_refile<T>(tb: Table<T>, row: int) -> void {
tb_stamp(tb, row)
for g in 0 .. len(tb.grids) { tb_grid_refile(tb, tb.grids[g], row) }
for k in 0 .. len(tb.idx) { tb_ix_refile(tb, tb.idx[k], row) }
}
export function tb_mark<T>(tb: Table<T>, row: int) -> void { tb_stamp(tb, row) }
function tb_gate_on<T>(tb: Table<T>, gate: int, row: int) -> bool { return gate < 0 or tb.i[gate][row] != 0 }
function tb_grid_refile<T>(tb: Table<T>, g: Grid, row: int) -> void {
grid_refile(g, row, tb.f[g.cx][row], tb.f[g.cz][row], tb_gate_on(tb, g.gate, row))
}
function tb_ix_refile<T>(tb: Table<T>, ix: IntIndex, row: int) -> void {
if tb_gate_on(tb, ix.gate, row) { ix_file(ix, row, tb.i[ix.col][row]) } else { ix_unfile(ix, row) }
}
# change detection: the rows a setter wrote after `since`, into `out` (cleared first); no allocation
export function tb_changed_since<T>(tb: Table<T>, since: int, out: words) -> int {
List.clear(out)
for b in 0 .. len(tb.blk) {
if tb.blk[b] <= since { continue }
var end = b * 64 + 64
if end > tb.n { end = tb.n }
for r in b * 64 .. end { if tb.changed[r] > since { push(out, r) } }
}
return len(out)
}
export function tb_added_since<T>(tb: Table<T>, since: int, out: words) -> int {
List.clear(out)
for b in 0 .. len(tb.blk) {
if tb.blk[b] <= since { continue }
var end = b * 64 + 64
if end > tb.n { end = tb.n }
for r in b * 64 .. end { if tb.added[r] > since { push(out, r) } }
}
return len(out)
}

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@ -8,3 +8,17 @@ import "rng.ludic"
import "save.ludic"
import "save_fields.ludic"
import "system.ludic"
import "ecs_table.ludic"
import "ecs_hooks.ludic"
import "ecs_table_remove.ludic"
import "ecs_table_set.ludic"
import "ecs_grid.ludic"
import "ecs_grid_file.ludic"
import "ecs_grid_query.ludic"
import "ecs_grid_within.ludic"
import "ecs_grid_where.ludic"
import "ecs_index.ludic"
import "ecs_index_slot.ludic"
import "ecs_map.ludic"
import "ecs_plan.ludic"
import "ecs_group.ludic"

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@ -3,6 +3,8 @@
export property Queue<T> {
items: []T = null
tag: QueueTag = null
none: []T = null # what draining an empty queue hands back, never pushed to
spare: []T = null # the list the last drain handed out: cleared and reused by the next
}
# what a queue says about itself, whatever it holds: its name and how many facts wait in it
export property QueueTag {
@ -22,6 +24,8 @@ export function queue_new<T>(name: string) -> Queue<T> {
q.items = new []T
q.tag = new QueueTag
q.tag.name = name
q.none = new []T
q.spare = new []T
return q
}
@ -30,18 +34,25 @@ export function q_push<T>(q: Queue<T>, v: T) -> void {
q.tag.pending = len(q.items)
}
# the facts in the order they were pushed; the queue is empty afterwards
# the facts in the order they were pushed; the queue is empty afterwards. Ludic frees nothing, so
# a drain allocates nothing: the queue keeps two lists and hands one out while the other fills, and
# an empty drain hands back one shared empty list. What a drain returns is good until the NEXT
# drain of the same queue - read it, never push to it, never keep it.
export function q_drain<T>(q: Queue<T>) -> []T {
if len(q.items) == 0 { return q.none }
let out = q.items
q.items = new []T
List.clear(q.spare)
q.items = q.spare
q.spare = out
q.tag.pending = 0
return out
}
export function q_len<T>(q: Queue<T>) -> int { return len(q.items) }
# in place: the live list was never handed out (a drain gives its list away and starts another)
export function q_clear<T>(q: Queue<T>) -> void {
q.items = new []T
List.clear(q.items)
q.tag.pending = 0
}

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@ -0,0 +1,130 @@
# ecs_fuzz_test.ludic - thousands of random adds, removes, moves, kind changes and gate flips, and
# after every burst the grid and the kind index answer exactly what a scan of the rows answers
import "ludic.base"
program EcsFuzzTest {
numbers float
property Toy { n: int = 0 }
const CX: int = 0
const CZ: int = 1
const KIND: int = 0
const ON: int = 1
const KINDS: int = 6
state FuzzState {
seed: int = 12345
}
function rnd(fz: mut FuzzState, n: int) -> int {
fz.seed = (fz.seed * 1103515245 + 12345) & 2147483647
return (fz.seed >> 8) % n
}
function rpos(fz: mut FuzzState) -> float { return float(rnd(fz, 40000)) / 10.0 - 2000.0 }
function step(fz: mut FuzzState, tb: Table<Toy>) -> void {
let op = rnd(fz, 10)
if op < 4 or tb_len(tb) == 0 {
let toy = new Toy
toy.n = rnd(fz, 5)
let r = tb_row(tb, tb_add(tb, toy))
tb_set_xz(tb, CX, CZ, r, rpos(fz), rpos(fz))
tb_set_i(tb, KIND, r, rnd(fz, KINDS))
tb_set_i(tb, ON, r, rnd(fz, 4) % 3)
return
}
let r = rnd(fz, tb_len(tb))
if op < 6 { tb_remove(tb, tb_handle(tb, r)) } else if op < 8 {
tb_set_xz(tb, CX, CZ, r, tb_f(tb, CX, r) + float(rnd(fz, 200)) - 100.0, tb_f(tb, CZ, r) + float(rnd(fz, 200)) - 100.0)
} else if op < 9 { tb_set_i(tb, KIND, r, rnd(fz, KINDS)) } else { tb_set_i(tb, ON, r, 1 - tb_i(tb, ON, r)) }
}
# the scan's answer: the smallest squared distance among on rows matching, or -1
function brute_d2(tb: Table<Toy>, x: float, z: float, maxr: float, kind: int) -> float {
var best = -1.0
for r in 0 .. tb_len(tb) {
if tb_i(tb, ON, r) == 0 or (kind >= 0 and tb_i(tb, KIND, r) != kind) { continue }
let dx = tb_f(tb, CX, r) - x
let dz = tb_f(tb, CZ, r) - z
let d2 = dx * dx + dz * dz
if (maxr <= 0.0 or d2 <= maxr * maxr) and (best < 0.0 or d2 < best) { best = d2 }
}
return best
}
function keep_even(t: Toy) -> bool { return t.n % 2 == 0 }
function brute_even(tb: Table<Toy>, x: float, z: float, maxr: float) -> float {
var best = -1.0
for r in 0 .. tb_len(tb) {
if tb_i(tb, ON, r) == 0 or tb_rec(tb, r).n % 2 != 0 { continue }
let dx = tb_f(tb, CX, r) - x
let dz = tb_f(tb, CZ, r) - z
let d2 = dx * dx + dz * dz
if (maxr <= 0.0 or d2 < maxr * maxr) and (best < 0.0 or d2 < best) { best = d2 }
}
return best
}
function where_check(tb: Table<Toy>, g: Grid, ix: IntIndex, x: float, z: float, maxr: float, kind: int, recs: []Toy) -> void {
let want = brute_even(tb, x, z, maxr)
let row = tb_nearest_where(tb, g, x, z, maxr, fn keep_even)
if want < 0.0 { expect_eq(row, -1) } else {
let dx = tb_f(tb, CX, row) - x
let dz = tb_f(tb, CZ, row) - z
expect(dx * dx + dz * dz == want)
}
expect_eq(tb_within_recs(tb, g, x, z, 150.0, -1, 0, recs), brute_within(tb, x, z, 150.0, -1))
if kind >= 0 { expect_eq(tb_within_of_recs(tb, g, ix, x, z, 150.0, kind, recs), brute_within(tb, x, z, 150.0, kind)) }
}
function brute_within(tb: Table<Toy>, x: float, z: float, r: float, kind: int) -> int {
var n = 0
for i in 0 .. tb_len(tb) {
if tb_i(tb, ON, i) == 0 or (kind >= 0 and tb_i(tb, KIND, i) != kind) { continue }
let dx = tb_f(tb, CX, i) - x
let dz = tb_f(tb, CZ, i) - z
if dx * dx + dz * dz <= r * r { n += 1 }
}
return n
}
function check(fz: mut FuzzState, tb: Table<Toy>, g: Grid, ix: IntIndex, out: words, recs: []Toy) -> void {
for q in 0 .. 20 {
let x = rpos(fz)
let z = rpos(fz)
let kind = rnd(fz, KINDS + 1) - 1
var maxr = 0.0
if q % 2 == 1 { maxr = float(rnd(fz, 600)) }
var mc = KIND
if kind < 0 { mc = -1 }
let want = brute_d2(tb, x, z, maxr, kind)
let row = tb_nearest(tb, g, x, z, maxr, mc, kind)
if want < 0.0 { expect_eq(row, -1) } else {
expect(row >= 0)
let dx = tb_f(tb, CX, row) - x
let dz = tb_f(tb, CZ, row) - z
expect(dx * dx + dz * dz == want)
}
where_check(tb, g, ix, x, z, maxr, kind, recs)
let rad = float(rnd(fz, 400))
expect_eq(tb_within(tb, g, x, z, rad, mc, kind, out), brute_within(tb, x, z, rad, kind))
}
for k in 0 .. KINDS { expect_eq(ix_count(ix, k), brute_within(tb, 0.0, 0.0, 100000.0, k)) }
}
function fuzz_case(fz: mut FuzzState) -> void {
let tb: Table<Toy> = table_new(2, 2)
let g = tb_grid(tb, CX, CZ, ON, 16.0)
let ix = tb_index(tb, KIND, ON)
let out = words(0)
let recs = new []Toy
for burst in 0 .. 60 {
for s in 0 .. 150 { step(fz, tb) }
check(fz, tb, g, ix, out, recs)
}
tb_clear(tb)
expect_eq(grid_count(g), 0)
expect_eq(ix_count(ix, 1), 0)
}
test "the grid and the kind index agree with a scan through 9000 random changes" (fz: mut FuzzState) { fuzz_case(fz) }
}

View file

@ -0,0 +1,186 @@
# ecs_test.ludic - Table<T>: handles that go stale, dense rows after a removal, the setters keeping
# the grid and the kind index current, change ticks, and IntMap. Each case is a function because a
# generic call is not resolved inside a `test` body yet.
import "ludic.base"
program EcsTest {
numbers float
property Toy { name: string = "" }
const CX: int = 0
const CZ: int = 1
const KIND: int = 0
const ON: int = 1
state HookState {
added: int = 0
gone: int = 0
last: int = -1
}
function seen_add(hook_st: mut HookState, h: int) -> void {
hook_st.added += 1
hook_st.last = h
}
function seen_gone(hook_st: mut HookState, h: int) -> void { hook_st.gone += 1 }
function toy(name: string) -> Toy {
let t = new Toy
t.name = name
return t
}
function put(tb: Table<Toy>, name: string, x: float, z: float, kind: int) -> int {
let h = tb_add(tb, toy(name))
let r = tb_row(tb, h)
tb_set_xz(tb, CX, CZ, r, x, z)
tb_set_i(tb, KIND, r, kind)
tb_set_i(tb, ON, r, 1)
return h
}
function handles_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let a = put(tb, "a", 0.0, 0.0, 1)
let b = put(tb, "b", 1.0, 0.0, 1)
let c = put(tb, "c", 2.0, 0.0, 2)
expect_eq(tb_len(tb), 3)
expect(tb_remove(tb, a))
expect(not tb_alive(tb, a))
expect(not tb_remove(tb, a))
expect_eq(tb_len(tb), 2)
expect_eq(tb_rec(tb, tb_row(tb, c)).name, "c")
expect_eq(tb_rec(tb, tb_row(tb, b)).name, "b")
let d = put(tb, "d", 3.0, 0.0, 1)
expect(d != a)
expect_eq(d & ECS_SLOT, a & ECS_SLOT)
expect(not tb_alive(tb, a))
expect_eq(tb_rec(tb, tb_row(tb, d)).name, "d")
}
function grid_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let g = tb_grid(tb, CX, CZ, ON, 16.0)
let near = put(tb, "near", 5.0, 5.0, 1)
put(tb, "far", 500.0, -300.0, 1)
let fire = put(tb, "fire", -40.0, 2.0, 2)
expect_eq(tb_handle(tb, tb_nearest(tb, g, 0.0, 0.0, 0.0, -1, 0)), near)
expect_eq(tb_handle(tb, tb_nearest(tb, g, 0.0, 0.0, 0.0, KIND, 2)), fire)
expect_eq(tb_nearest(tb, g, 0.0, 0.0, 10.0, KIND, 2), -1)
tb_set_i(tb, ON, tb_row(tb, near), 0)
expect_eq(tb_handle(tb, tb_nearest(tb, g, 0.0, 0.0, 0.0, KIND, 1)), tb_handle(tb, tb_nearest(tb, g, 499.0, -300.0, 0.0, -1, 0)))
let out = words(0)
expect_eq(tb_within(tb, g, 0.0, 0.0, 50.0, -1, 0, out), 1)
tb_set_i(tb, ON, tb_row(tb, near), 1)
expect_eq(tb_within(tb, g, 0.0, 0.0, 50.0, -1, 0, out), 2)
tb_set_xz(tb, CX, CZ, tb_row(tb, fire), 900.0, 900.0)
expect_eq(tb_within(tb, g, 0.0, 0.0, 50.0, -1, 0, out), 1)
}
function index_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let ix = tb_index(tb, KIND, ON)
let a = put(tb, "a", 0.0, 0.0, 3)
put(tb, "b", 0.0, 0.0, 3)
put(tb, "c", 0.0, 0.0, 5)
expect_eq(ix_count(ix, 3), 2)
expect_eq(ix_count(ix, 5), 1)
expect_eq(ix_count(ix, 99), 0)
tb_set_i(tb, ON, tb_row(tb, a), 0)
expect_eq(ix_count(ix, 3), 1)
tb_remove(tb, a)
tb_set_i(tb, KIND, ix_first(ix, 3), 5)
expect_eq(ix_count(ix, 3), 0)
expect_eq(ix_count(ix, 5), 2)
}
function ticks_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let a = put(tb, "a", 0.0, 0.0, 1)
put(tb, "b", 0.0, 0.0, 1)
let seen = tb_tick(tb)
tb_advance(tb)
let out = words(0)
expect_eq(tb_changed_since(tb, seen, out), 0)
tb_set_f(tb, CX, tb_row(tb, a), 4.0)
expect_eq(tb_changed_since(tb, seen, out), 1)
expect_eq(out[0], tb_row(tb, a))
expect_eq(tb_added_since(tb, seen, out), 0)
}
function map_case() -> void {
let m = imap_new()
for k in 0 .. 5000 { imap_put(m, k * 7, k) }
expect_eq(imap_len(m), 5000)
expect_eq(imap_get(m, 700, -1), 100)
expect_eq(imap_get(m, 701, -1), -1)
for k in 0 .. 2500 { imap_del(m, k * 14) }
expect_eq(imap_len(m), 2500)
expect_eq(imap_get(m, 14, -1), -1)
expect_eq(imap_get(m, 21, -1), 3)
imap_put(m, 14, 9)
expect_eq(imap_get(m, 14, -1), 9)
}
function hooks_case(hook_st: HookState) -> void {
let tb: Table<Toy> = table_new(2, 2)
tb_on_add(tb, fn seen_add)
tb_on_remove(tb, fn seen_gone)
let a = put(tb, "a", 0.0, 0.0, 1)
expect_eq(hook_st.last, a)
put(tb, "b", 0.0, 0.0, 1)
tb_remove(tb, a)
tb_remove(tb, a)
expect_eq(hook_st.added, 2)
expect_eq(hook_st.gone, 1)
}
# 300 rows over five blocks; a change in one block is found, the untouched blocks skipped
function blocks_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
for i in 0 .. 300 { put(tb, "x", float(i), 0.0, 1) }
let seen = tb_tick(tb)
tb_advance(tb)
let out = words(0)
expect_eq(tb_changed_since(tb, seen, out), 0)
tb_set_f(tb, CX, 200, 9.0)
tb_set_f(tb, CX, 7, 9.0)
expect_eq(tb_changed_since(tb, seen, out), 2)
expect_eq(out[0], 7)
expect_eq(out[1], 200)
let before = tb_tick(tb)
tb_advance(tb)
tb_remove(tb, tb_handle(tb, 3))
expect_eq(tb_changed_since(tb, before, out), 0) # a row moved into a gap was not written
expect_eq(tb_changed_since(tb, seen, out), 2) # a removal is told by tb_on_remove
}
# values far apart (a chunk's packed cell) each take one list, not every list up to them
function sparse_case() -> void {
let tb: Table<Toy> = table_new(2, 2)
let ix = tb_index(tb, KIND, -1)
let a = chunk_of(9000.0, -9000.0, 256.0)
let b = chunk_of(-512.0, 700.0, 256.0)
expect(a > 100000 and b > 100000)
put(tb, "a", 0.0, 0.0, a)
put(tb, "b", 0.0, 0.0, b)
let c = put(tb, "c", 0.0, 0.0, a)
put(tb, "d", 0.0, 0.0, 3)
expect_eq(ix_count(ix, a), 2)
expect_eq(ix_count(ix, b), 1)
expect_eq(ix_count(ix, 3), 1)
expect(len(ix.lists) < 1100)
tb_set_i(tb, KIND, tb_row(tb, c), b)
expect_eq(ix_count(ix, a), 1)
expect_eq(ix_count(ix, b), 2)
expect_eq(tb_remove_all(tb, ix, b), 2)
expect_eq(ix_count(ix, b), 0)
expect_eq(tb_len(tb), 2)
}
test "a sparse value takes one list" () { sparse_case() }
test "observers hear each add, and a remove once" (hook_st: HookState) { hooks_case(hook_st) }
test "change detection skips the blocks nobody wrote" () { blocks_case() }
test "a removed handle misses, rows stay dense, a reused slot is a new handle" () { handles_case() }
test "the grid answers nearest and within, gated, after moves" () { grid_case() }
test "the kind index follows the setters, the gate and removals" () { index_case() }
test "change ticks name the rows written since" () { ticks_case() }
test "IntMap puts, finds, deletes and grows" () { map_case() }
}

View file

@ -67,7 +67,44 @@ program QueueTest {
expect_eq(len(core_undrained(tags)), 0)
}
# an empty drain allocates nothing and hands back the same empty list; a drained list is the
# caller's, untouched by what is pushed or cleared after it
function empty_case() -> void {
let q: Queue<int> = queue_new("quiet")
let a = q_drain(q)
let b = q_drain(q)
expect_eq(len(a), 0)
expect(a == b)
q_push(q, 5)
expect_eq(len(a), 0)
let got = q_drain(q)
q_push(q, 6)
q_clear(q)
expect_eq(len(got), 1)
expect_eq(got[0], 5)
expect_eq(q_len(q), 0)
expect_eq(len(q_drain(q)), 0)
}
test "a queue drains in the order it was pushed" () { fifo_case() }
# two lists, reused: a drained list is the caller's until the next drain of that queue
function reuse_case() -> void {
let q: Queue<int> = queue_new("reused")
q_push(q, 1)
let a = q_drain(q)
q_push(q, 2)
expect_eq(a[0], 1)
let b = q_drain(q)
expect_eq(b[0], 2)
q_push(q, 3)
let c = q_drain(q)
expect(c == a)
expect_eq(len(c), 1)
expect_eq(c[0], 3)
}
test "a drain reuses the queue's two lists" () { reuse_case() }
test "an empty drain allocates nothing, and a drained list is the caller's" () { empty_case() }
test "a queue holds records" () { record_case() }
test "clear drops what is waiting" () { clear_case() }
test "a queue's element type is told by the queue alone" () { infer_case() }

View file

@ -30,6 +30,7 @@ property Actor {
cast_hidden: bool = false,
casts: bool = true,
id: int = 0,
row: int = -1, # where it stands in ac_actors, so it leaves in O(1); -1 off the stage
cutout: bool = false, # alpha-tested (a flame's cards)
emissive: float = 0.0, # float bits: self-lit strength
skin: Skin, # this instance's own pose (skin_clone); null: the model's
@ -82,11 +83,27 @@ function actor_init(render3d_st: mut Render3dState) -> void {
render3d_st.ac_out_cut = ac_prog_new(render3d_st, "skin.vert", "outline.frag", "#define OUTLINE\n#define ALPHA_TEST\n")
render3d_st.ac_actors = new []Actor
}
# off the stage: the last actor takes its row, so the list stays dense and nothing is rebuilt
# (it was a new list of every other actor per removal, never freed)
function actor_remove(render3d_st: mut Render3dState, a: Actor) -> void {
if render3d_st.ac_actors == null { return }
let keep = new []Actor
for i in 0 .. len(render3d_st.ac_actors) { if render3d_st.ac_actors[i].id != a.id { push(keep, render3d_st.ac_actors[i]) } }
render3d_st.ac_actors = keep
let l = render3d_st.ac_actors
if l == null or a == null { return }
let r = a.row
if r < 0 or r >= len(l) or l[r].id != a.id { return }
let last = List.pop(l)
if last.id != a.id {
l[r] = last
last.row = r
}
a.row = -1
}
# back on the stage (an actor kept across a world swap)
function actor_keep(render3d_st: mut Render3dState, a: Actor) -> void {
if a == null { return }
if render3d_st.ac_actors == null { render3d_st.ac_actors = new []Actor }
a.row = len(render3d_st.ac_actors)
push(render3d_st.ac_actors, a)
}
# colour one named part of the model (a material name from the file)
function actor_tint_part(a: Actor, name: string, r: float, g: float, b: float) -> void {
@ -114,8 +131,7 @@ function actor_new(render3d_st: mut Render3dState, model: Model) -> Actor {
render3d_st.ac_next_id += 1; a.id = render3d_st.ac_next_id
if model != null { a.radius = Math.max(model.radius, model.height) + 1.0 }
a.cull = 450.0
if render3d_st.ac_actors == null { render3d_st.ac_actors = new []Actor }
push(render3d_st.ac_actors, a)
actor_keep(render3d_st, a)
return a
}
@ -396,6 +412,8 @@ function ac_caster_count(render3d_st: mut Render3dState, a: Actor) -> void {
# every actor off the stage at once, for a world being replaced. Actors own no GL objects;
# their models belong to whoever loaded them.
function actor_clear_all(render3d_st: mut Render3dState) -> void {
render3d_st.ac_actors = new []Actor
if render3d_st.ac_actors == null { render3d_st.ac_actors = new []Actor }
for i in 0 .. len(render3d_st.ac_actors) { render3d_st.ac_actors[i].row = -1 }
List.clear(render3d_st.ac_actors)
outline_clear(render3d_st)
}

View file

@ -0,0 +1,34 @@
# chunks.ludic - the Things of one chunk of the world, counted and let go together: what a streamed
# world asks when a chunk is loaded or dropped. A chunk is chunk_of(x, z, TH_CHUNK_M).
export function things_chunk(x: float, z: float) -> int { return chunk_of(x, z, TH_CHUNK_M) }
export function things_chunk_count(things_st: ThingsState, chunk: int) -> int { return ix_count(things_st.th.chunks, chunk) }
# every Thing standing in the chunk removed for good, the port and the facts told of each as
# thing_remove tells them; how many went
export function things_drop_chunk(things_st: mut ThingsState, chunk: int) -> int {
var n = 0
let rows = ix_rows(things_st.th.chunks, chunk)
while len(rows) > 0 {
thing_remove(things_st, things_st.th.tab.rec[rows[len(rows) - 1]])
n += 1
}
return n
}
# change detection: the tick now, the table moving on to the next - a consumer keeps what this
# returned and asks things_changed(since: it) for what was written after
export function things_now(things_st: mut ThingsState) -> int {
let t = tb_tick(things_st.th.tab)
tb_advance(things_st.th.tab)
return t
}
# every Thing a verb wrote after `since`, into the caller's list (untouched 64-row blocks skipped)
export function things_changed(things_st: ThingsState, since: int, rows: words, out: []Thing) -> int {
List.clear(out)
let tb = things_st.th.tab
let n = tb_changed_since(tb, since, rows)
for k in 0 .. n { push(out, tb.rec[rows[k]]) }
return n
}

View file

@ -45,14 +45,22 @@ export function thing_is_personal(t: Thing) -> bool { return thing_kind_ok(t.kin
# set down by someone rather than grown by the world: the kind says, and the port has the last word
export function thing_is_put_down(t: Thing) -> bool { return ThingsWorld.put_down(t) }
# every active Thing whose kind ticks, `hours` of the world's clock on
export function things_tick(things_st: ThingsState, hours: float) -> void {
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if not t.active or not thing_kind_ok(t.kind) { continue }
let k = ThingKinds[t.kind]
if k.tick != null { k.tick(t, hours) }
# every active Thing whose kind ticks, `hours` of the world's clock on: only the kinds that tick
# are visited, through the kind index, from a list of handles taken first - a tick may hide one
export function things_tick(things_st: mut ThingsState, hours: float) -> void {
let hs = things_st.th_hs
List.clear(hs)
let tb = things_st.th.tab
for k in 0 .. TH_COUNT {
if ThingKinds[k].tick == null { continue }
let rows = ix_rows(things_st.th.kinds, k)
for i in 0 .. len(rows) { push(hs, tb.ent[rows[i]]) }
}
for i in 0 .. len(hs) {
let r = tb_row(tb, hs[i])
if r < 0 { continue }
let t = tb.rec[r]
if t.active { ThingKinds[t.kind].tick(t, hours) }
}
}

View file

@ -6,6 +6,10 @@ import "ludic.base"
import "kinds.ludic"
import "port.ludic"
import "store.ludic"
import "verbs.ludic"
import "moves.ludic"
import "queries.ludic"
import "near.ludic"
import "chunks.ludic"
import "dispatch.ludic"
import "system.ludic"

View file

@ -19,6 +19,8 @@ export property Thing {
sz: float = 0.0
syaw: float = 0.0
shared: bool = false # the game copies it to others (a party)
ent: int = -1 # its handle in the table, -1 once removed
tab: Table<Thing> = null # the table holding it, so a verb on the Thing alone keeps the indexes
}
export property ThingKind {

View file

@ -0,0 +1,55 @@
# moves.ludic - a Thing moved, shown or hidden: the record and its row together, so the grid, the
# kind indexes and the chunk index never answer for where it was or what it was
export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
thing_move_to(t, x, ThingsWorld.ground(x, z), z, yaw)
}
export function thing_move_to(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
thing_place_at(t, x, y, z, yaw)
ThingsWorld.moved(t)
}
# moved without telling the port: a stand-in the game draws itself, or nothing draws
export function thing_place_at(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
t.x = x
t.y = y
t.z = z
t.yaw = yaw
let r = th_row(t)
if r >= 0 { th_moved(t.tab, r, x, z) }
}
export function thing_set_active(t: Thing, on: bool) -> void {
if t == null { return }
thing_set_on(t, on)
ThingsWorld.shown(t)
}
export function thing_hide(t: Thing) -> void { thing_set_active(t, false) }
export function thing_show(t: Thing) -> void { thing_set_active(t, true) }
# active or not without telling the port
export function thing_set_on(t: Thing, on: bool) -> void {
if t == null { return }
t.active = on
let r = th_row(t)
if r < 0 { return }
var v = 0
if on { v = 1 }
tb_set_i(t.tab, TH_ON, r, v)
}
# where it stands on the ground plane, without telling the port (its height is the caller's)
export function thing_set_xz(t: Thing, x: float, z: float) -> void {
if t == null { return }
t.x = x
t.z = z
let r = th_row(t)
if r >= 0 { th_moved(t.tab, r, x, z) }
}
# where a row now stands: its columns, its cell in the grid and its chunk
function th_moved(tb: Table<Thing>, r: int, x: float, z: float) -> void {
tb_set_xz(tb, TH_X, TH_Z, r, x, z)
let c = chunk_of(x, z, TH_CHUNK_M)
if tb.i[TH_CHUNK][r] != c { tb_set_i(tb, TH_CHUNK, r, c) }
}

View file

@ -0,0 +1,35 @@
# near.ludic - the neighbourhood questions a frame asks many times: what is around a point, of any
# kind or of one, into a list the CALLER keeps (in its own state, reused every frame), from the grid
# or the kind's own list - never a walk of every Thing, and nothing allocated or written here
export function things_near(things_st: ThingsState, x: float, z: float, r: float, out: []Thing) -> int {
return tb_within_recs(things_st.th.tab, things_st.th.grid, x, z, r, -1, 0, out)
}
export function things_near_of(things_st: ThingsState, kind: int, x: float, z: float, r: float, out: []Thing) -> int {
return tb_within_of_recs(things_st.th.tab, things_st.th.grid, things_st.th.kinds, x, z, r, kind, out)
}
# the nearest active Thing within maxr (0: any distance) that `keep` says yes to, or null
export function thing_nearest_where(things_st: ThingsState, x: float, z: float, maxr: float, keep: fn(Thing) -> bool) -> Thing {
let r = tb_nearest_where(things_st.th.tab, things_st.th.grid, x, z, maxr, keep)
if r < 0 { return null }
return things_st.th.tab.rec[r]
}
# every one of a kind, active or not, counted and walked without a list
export function things_count_all_of(things_st: ThingsState, kind: int) -> int { return ix_count(things_st.th.every, kind) }
export function thing_of_kind_all(things_st: ThingsState, kind: int, i: int) -> Thing {
let rows = ix_rows(things_st.th.every, kind)
if i < 0 or i >= len(rows) { return null }
return things_st.th.tab.rec[rows[i]]
}
# the nearest active one of a kind (below 0: any) strictly within maxr of (x, z), or null
export function thing_nearest_within(things_st: ThingsState, kind: int, x: float, z: float, maxr: float) -> Thing {
let tb = things_st.th.tab
var r = -1
if kind < 0 { r = tb_nearest(tb, things_st.th.grid, x, z, maxr, -1, 0) } else { r = tb_nearest_of(tb, things_st.th.grid, things_st.th.kinds, x, z, maxr, kind) }
if r < 0 { return null }
return tb.rec[r]
}

View file

@ -1,38 +1,43 @@
# queries.ludic - where the Things are. Only active Things answer, except thing_by_uid and
# things_each_all, which ask about everything that exists. A kind below 0 is any kind.
# queries.ludic - where the Things are, answered by the table's indexes rather than a scan. Only
# active Things answer, except thing_by_uid and things_each_all, which ask about everything that
# exists. A kind below 0 is any kind.
function th_of(t: Thing, kind: int) -> bool { return kind < 0 or t.kind == kind }
# the first active one of a kind (and of that id, unless id < 0), in the order placed
# the first-placed active one of a kind (and of that id, unless id < 0)
export function thing_find(things_st: ThingsState, kind: int, id: int) -> Thing {
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if t.active and th_of(t, kind) and (id < 0 or t.id == id) { return t }
let tb = things_st.th.tab
var best: Thing = null
if kind < 0 {
for r in 0 .. tb_len(tb) { best = th_earlier(best, tb.rec[r], id) }
return best
}
return null
let rows = ix_rows(things_st.th.kinds, kind)
for k in 0 .. len(rows) { best = th_earlier(best, tb.rec[rows[k]], id) }
return best
}
# the one of the two placed first that is active and has the id asked for
function th_earlier(best: Thing, t: Thing, id: int) -> Thing {
if not t.active or (id >= 0 and t.id != id) { return best }
if best == null or t.uid < best.uid { return t }
return best
}
export function thing_by_uid(things_st: ThingsState, uid: int) -> Thing {
let all = things_all(things_st)
for i in 0 .. len(all) { if all[i].uid == uid { return all[i] } }
return null
let r = tb_row(things_st.th.tab, imap_get(things_st.th_uids, uid, -1))
if r < 0 { return null }
return things_st.th.tab.rec[r]
}
# the nearest active one of a kind to (x, z), or null
export function thing_nearest(things_st: ThingsState, kind: int, x: float, z: float) -> Thing {
var best: Thing = null
var bd = 0.0
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if not t.active or not th_of(t, kind) { continue }
let d = thing_dist2(t, x, z)
if best == null or d < bd {
best = t
bd = d
}
let tb = things_st.th.tab
var r = -1
if kind < 0 { r = tb_nearest(tb, things_st.th.grid, x, z, 0.0, -1, 0) } else {
r = tb_nearest_of(tb, things_st.th.grid, things_st.th.kinds, x, z, 0.0, kind)
}
return best
if r < 0 { return null }
return tb.rec[r]
}
# the squared ground distance from a Thing to (x, z)
@ -42,14 +47,13 @@ export function thing_dist2(t: Thing, x: float, z: float) -> float {
return dx * dx + dz * dz
}
# every active one within r of (x, z), nearest first
# every active one within r of (x, z), nearest first, in a new list: for a question asked now and
# then - a frame's question is things_near, into a list the caller keeps
export function things_within(things_st: ThingsState, x: float, z: float, r: float) -> []Thing {
let found = new []Thing
things_near(things_st, x, z, r, found)
let out = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if t.active and thing_dist2(t, x, z) <= r * r { th_insert(out, t, x, z) }
}
for k in 0 .. len(found) { th_insert(out, found[k], x, z) }
return out
}
@ -63,18 +67,44 @@ function th_insert(out: []Thing, t: Thing, x: float, z: float) -> void {
out[j] = t
}
# every active one of a kind, in the order placed
# every active one of a kind, first placed first
export function things_each(things_st: ThingsState, kind: int) -> []Thing {
let out = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) { if all[i].active and th_of(all[i], kind) { push(out, all[i]) } }
return out
return th_listed(things_st, ix_rows(things_st.th.kinds, kind))
}
# every one of a kind, active or not
export function things_each_all(things_st: ThingsState, kind: int) -> []Thing {
let out = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) { if th_of(all[i], kind) { push(out, all[i]) } }
return out
return th_listed(things_st, ix_rows(things_st.th.every, kind))
}
# how many active ones of a kind there are, without a list
export function things_count_of(things_st: ThingsState, kind: int) -> int {
return ix_count(things_st.th.kinds, kind)
}
function th_listed(things_st: ThingsState, rows: words) -> []Thing {
let out = new []Thing
for k in 0 .. len(rows) { push(out, things_st.th.tab.rec[rows[k]]) }
return th_by_uid_order(out)
}
function th_by_uid_order(xs: []Thing) -> []Thing {
for i in 1 .. len(xs) {
let t = xs[i]
var j = i
while j > 0 and xs[j - 1].uid > t.uid {
xs[j] = xs[j - 1]
j -= 1
}
xs[j] = t
}
return xs
}
# the i-th active one of a kind, 0 .. things_count_of(kind) - 1, in the index's order (which a
# removal or a hide changes: walk it within a frame, never keep an i)
export function thing_of_kind(things_st: ThingsState, kind: int, i: int) -> Thing {
let rows = ix_rows(things_st.th.kinds, kind)
if i < 0 or i >= len(rows) { return null }
return things_st.th.tab.rec[rows[i]]
}

View file

@ -1,10 +1,42 @@
# store.ludic - the Things, and the only verbs that make, remove, move, show and hide one; each
# placing and removing is a fact, and the port is told at once so the game can draw it
# store.ludic - the Things, rows of a ludic.base Table: where each stands and whether it is active
# are columns a grid and two kind indexes are kept over, and only the verbs (verbs.ludic) make,
# move, show, hide and remove one; each placing and removing is a fact the port hears at once
export const TH_X: int = 0 # float columns
export const TH_Z: int = 1
export const TH_KIND: int = 0 # int columns
export const TH_ON: int = 1 # 1 while active
export const TH_CHUNK: int = 2 # the chunk of the world it stands in (chunk_of, TH_CHUNK_M)
export const TH_CHUNK_M: float = 256.0
const TH_CELL: float = 16.0
# the table and the indexes kept over it, made together
export property ThingsTable {
tab: Table<Thing> = null
grid: Grid = null
kinds: IntIndex = null # active Things by kind
every: IntIndex = null # every Thing by kind, active or not
chunks: IntIndex = null # every Thing by the chunk it stands in: loaded and let go together
}
export state ThingsState {
th_list: []Thing = new []Thing
th: ThingsTable = th__new()
th_uids: IntMap = imap_new()
th_uid: int = 0
th_facts: Queue<ThingFact> = th_facts__new()
th_marked: int = -1
th_hs: words = words(0) # things_tick's handles, taken before any tick runs
}
function th_facts__new() -> Queue<ThingFact> { return queue_new("things.facts") }
function th__new() -> ThingsTable {
let th = new ThingsTable
let tb: Table<Thing> = table_new(2, 3)
th.tab = tb
th.grid = tb_grid(tb, TH_X, TH_Z, TH_ON, TH_CELL)
th.kinds = tb_index(tb, TH_KIND, TH_ON)
th.every = tb_index(tb, TH_KIND, -1)
th.chunks = tb_index(tb, TH_CHUNK, -1)
return th
}
export function things_facts(things_st: ThingsState) -> Queue<ThingFact> {
@ -24,88 +56,37 @@ function th_fact(things_st: ThingsState, what: int, t: Thing) -> void {
}
# whether a world has been set out (things_clear) since the program began
export function things_ready(things_st: ThingsState) -> bool { return things_st.th_list != null }
export function things_ready(things_st: ThingsState) -> bool { return things_st.th.tab != null }
# every Thing, in the order placed; the list is the package's, never to be pushed to
export function things_all(things_st: ThingsState) -> []Thing {
return things_st.th_list
}
# every Thing, one per row - the table's own list: read it, never push to it. A removal moves the
# last Thing into the removed one's place, so the order is the table's, not the order placed.
export function things_all(things_st: ThingsState) -> []Thing { return things_st.th.tab.rec }
export function things_count(things_st: ThingsState) -> int { return len(things_all(things_st)) }
export function things_count(things_st: ThingsState) -> int { return tb_len(things_st.th.tab) }
# a new world: every Thing forgotten, quietly (the game has already dropped its drawings)
export function things_clear(things_st: mut ThingsState) -> void { things_st.th_list = new []Thing }
export function thing_spawn(things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
return th_place(things_st, new Thing, kind, look, x, y, z, yaw, id)
export function things_clear(things_st: mut ThingsState) -> void {
let tb = things_st.th.tab
for r in 0 .. tb_len(tb) { tb.rec[r].ent = -1 }
tb_clear(tb)
imap_clear(things_st.th_uids)
}
function th_place(things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
t.kind = kind
t.look = look
t.x = x
t.y = y
t.z = z
t.yaw = yaw
t.id = id
things_st.th_uid += 1
t.uid = things_st.th_uid
push(things_all(things_st), t)
ThingsWorld.placed(t)
th_fact(things_st, THING_PLACED, t)
return t
# the row a Thing stands in, or -1 when it is not in the table any more
function th_row(t: Thing) -> int {
if t == null or t.tab == null { return -1 }
return tb_row(t.tab, t.ent)
}
# a Thing on the ground (the port's), set into it by `sink`, used from `reach`
export function thing_put(things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
let t = new Thing
t.reach = reach
return th_place(things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
}
# gone for good
export function thing_remove(things_st: mut ThingsState, t: Thing) -> void {
if t == null { return }
things_st.th_marked = t.uid
things_drop(things_st, fn th_is_marked)
things_st.th_marked = -1
}
function th_is_marked(things_st: ThingsState, t: Thing) -> bool { return t.uid == things_st.th_marked }
# every Thing `gone` says so is removed for good
export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void {
let keep = new []Thing
let all = things_all(things_st)
for i in 0 .. len(all) {
let t = all[i]
if gone(t) {
ThingsWorld.removed(t)
th_fact(things_st, THING_REMOVED, t)
} else {
push(keep, t)
}
# the columns say what the record says: a Thing's fields written around the verbs are caught here
export function things_verify(things_st: ThingsState) -> int {
let tb = things_st.th.tab
var bad = 0
for r in 0 .. tb_len(tb) {
let t = tb.rec[r]
var on = 0
if t.active { on = 1 }
if tb.f[TH_X][r] != t.x or tb.f[TH_Z][r] != t.z or tb.i[TH_KIND][r] != t.kind or tb.i[TH_ON][r] != on or tb.i[TH_CHUNK][r] != chunk_of(t.x, t.z, TH_CHUNK_M) or t.ent != tb.ent[r] { bad += 1 }
}
things_st.th_list = keep
return bad
}
export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
thing_move_to(t, x, ThingsWorld.ground(x, z), z, yaw)
}
export function thing_move_to(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
t.x = x
t.y = y
t.z = z
t.yaw = yaw
ThingsWorld.moved(t)
}
export function thing_set_active(t: Thing, on: bool) -> void {
if t == null { return }
t.active = on
ThingsWorld.shown(t)
}
export function thing_hide(t: Thing) -> void { thing_set_active(t, false) }
export function thing_show(t: Thing) -> void { thing_set_active(t, true) }
function th_facts__new() -> Queue<ThingFact> { return queue_new("things.facts") }

View file

@ -155,4 +155,64 @@ program ThingsTest {
expect_eq(t.owner, 0)
expect_eq(things_test_st.back, 1)
}
test "removals keep the indexes true: nearest, find, uid and the columns agree" (things_st: mut ThingsState) {
things_clear(things_st)
var keep: Thing = null
for i in 0 .. 400 {
let t = put(things_st, TH_BRANCH + (i % 2), float(i) * 3.0 - 600.0, float(i % 17) * 5.0)
if i == 250 { keep = t }
}
let gone = thing_find(things_st, TH_BRANCH, -1)
let uid = gone.uid
thing_remove(things_st, gone)
expect(thing_by_uid(things_st, uid) == null)
expect(thing_by_uid(things_st, keep.uid) == keep)
expect_eq(things_count(things_st), 399)
expect_eq(things_count_of(things_st, TH_BRANCH), 199)
thing_move(keep, 5000.0, 5000.0, 0.0)
expect(thing_nearest(things_st, -1, 4990.0, 4990.0) == keep)
thing_hide(keep)
expect(thing_nearest(things_st, -1, 4990.0, 4990.0) != keep)
expect_eq(things_verify(things_st), 0)
keep.x = 1.0
expect_eq(things_verify(things_st), 1)
}
test "a chunk's Things are counted and let go together; a move carries a Thing to its new chunk" (things_st: mut ThingsState, things_test_st: ThingsTestState) {
things_clear(things_st)
put(things_st, TH_BRANCH, 10.0, 10.0)
put(things_st, TH_BRANCH, 20.0, 30.0)
let far = put(things_st, TH_BRANCH, 600.0, 10.0)
let here = things_chunk(10.0, 10.0)
expect_eq(things_chunk_count(things_st, here), 2)
expect_eq(things_chunk_count(things_st, things_chunk(600.0, 10.0)), 1)
thing_move(far, 15.0, 15.0, 0.0)
expect_eq(things_chunk_count(things_st, here), 3)
facts(things_st)
let gone = things_test_st.gone
expect_eq(things_drop_chunk(things_st, here), 3)
expect_eq(things_count(things_st), 0)
expect_eq(things_test_st.gone, gone + 3)
expect_eq(len(facts(things_st)), 3)
expect_eq(things_verify(things_st), 0)
}
test "change detection names what a verb wrote since the tick a consumer kept" (things_st: mut ThingsState) {
things_clear(things_st)
let a = put(things_st, TH_BRANCH, 1.0, 0.0)
let b = put(things_st, TH_BRANCH, 2.0, 0.0)
let seen = things_now(things_st)
let rows = words(0)
let out = new []Thing
expect_eq(things_changed(things_st, seen, rows, out), 0)
thing_hide(b)
expect_eq(things_changed(things_st, seen, rows, out), 1)
expect(out[0] == b)
let later = things_now(things_st)
thing_move(a, 9.0, 9.0, 0.0)
expect_eq(things_changed(things_st, later, rows, out), 1)
expect(out[0] == a)
expect_eq(things_changed(things_st, seen, rows, out), 2)
}
}

View file

@ -0,0 +1,69 @@
# verbs.ludic - the only ways a Thing is made, removed, moved, shown or hidden: each writes the
# record and the table's columns together, so the grid and the kind indexes never fall behind
export function thing_spawn(things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
return th_place(things_st, new Thing, kind, look, x, y, z, yaw, id)
}
function th_place(things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
t.kind = kind
t.look = look
t.x = x
t.y = y
t.z = z
t.yaw = yaw
t.id = id
things_st.th_uid += 1
t.uid = things_st.th_uid
let tb = things_st.th.tab
t.tab = tb
t.ent = tb_add(tb, t)
th_columns(t)
imap_put(things_st.th_uids, t.uid, t.ent)
ThingsWorld.placed(t)
th_fact(things_st, THING_PLACED, t)
return t
}
# the record's x, z, kind and active into its row, refiled once
function th_columns(t: Thing) -> void {
let r = th_row(t)
if r < 0 { return }
let tb = t.tab
tb.f[TH_X][r] = t.x
tb.f[TH_Z][r] = t.z
tb.i[TH_KIND][r] = t.kind
var on = 0
if t.active { on = 1 }
tb.i[TH_ON][r] = on
tb.i[TH_CHUNK][r] = chunk_of(t.x, t.z, TH_CHUNK_M)
tb_refile(tb, r)
}
# a Thing on the ground (the port's), set into it by `sink`, used from `reach`
export function thing_put(things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
let t = new Thing
t.reach = reach
return th_place(things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
}
# gone for good
export function thing_remove(things_st: mut ThingsState, t: Thing) -> void {
if th_row(t) < 0 { return }
ThingsWorld.removed(t)
th_fact(things_st, THING_REMOVED, t)
imap_del(things_st.th_uids, t.uid)
tb_remove(t.tab, t.ent)
t.ent = -1
}
# every Thing `gone` says so is removed for good; from the last row down, so the row a removal
# moves into place has already been asked
export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void {
let tb = things_st.th.tab
var r = tb_len(tb) - 1
while r >= 0 {
let t = tb.rec[r]
if gone(t) { thing_remove(things_st, t) }
r -= 1
}
}

View file

@ -1,10 +1,11 @@
# call.ludic - a player's boat or horse brought to a place: made there the first time, fetched there
# after; gone when its player leaves
function ve_add(vehicles_st: VehiclesState, kind: int, x: float, z: float, yaw: float) -> Vehicle {
function ve_add(vehicles_st: VehiclesState, kind: int, owner: int, x: float, z: float, yaw: float) -> Vehicle {
if kind != VEHICLE_HORSE and kind != VEHICLE_BOAT { return null }
let v = new Vehicle
v.nid = VehicleWorld.next_id()
v.kind = kind
v.owner = owner
v.yaw = yaw
if kind == VEHICLE_HORSE {
v.seat_h = 1.35
@ -14,7 +15,7 @@ function ve_add(vehicles_st: VehiclesState, kind: int, x: float, z: float, yaw:
v.seat_h = 0.30
}
ve_put(v, x, z)
push(ve_all(vehicles_st), v)
ve_file(vehicles_st.ve, v)
ve_settle(v)
VehicleWorld.made(v)
return v
@ -51,9 +52,8 @@ export function vehicle_call_for(vehicles_st: VehiclesState, pid: int, kind: int
var yaw = vehicles_st.ve_dock_yaw
if kind == VEHICLE_HORSE { yaw = vehicles_st.ve_rail_yaw }
if v == null {
let made = ve_add(vehicles_st, kind, vehicle_place_x(vehicles_st, kind, k), vehicle_place_z(vehicles_st, kind, k), yaw)
let made = ve_add(vehicles_st, kind, pid, vehicle_place_x(vehicles_st, kind, k), vehicle_place_z(vehicles_st, kind, k), yaw)
if made == null { return false }
made.owner = pid
if pid == 0 { ve_apply_kept(vehicles_st, made) }
return true
}
@ -68,10 +68,10 @@ export function vehicle_call_for(vehicles_st: VehiclesState, pid: int, kind: int
# a player left: their boat and horse go with them, and their places are free
export function vehicles_release(vehicles_st: mut VehiclesState, pid: int) -> void {
if pid == 0 { return }
let keep = new []Vehicle
let l = ve_all(vehicles_st)
for i in 0 .. len(l) {
if l[i].owner != pid { push(keep, l[i]) } else { ve_gone(l[i]) }
let rows = ix_rows(vehicles_st.ve.owners, pid)
while len(rows) > 0 {
let v = ve_all(vehicles_st)[rows[len(rows) - 1]]
ve_gone(v)
ve_unfile(vehicles_st.ve, v)
}
vehicles_st.ve_list = keep
}

View file

@ -5,6 +5,7 @@ module ludic_vehicles uses ludic_base
numbers float
import "ludic.base"
import "kinds.ludic"
import "table.ludic"
import "ports.ludic"
import "state.ludic"
import "places.ludic"

View file

@ -19,6 +19,8 @@ export property Vehicle {
rider: int = -1 # the player on it, -1 nobody
home_x: float = 0.0 # a horse is tied where its home is
home_z: float = 0.0
ent: int = -1 # its handle in the table
tab: Table<Vehicle> = null
}
export const VEHICLE_MOUNTED: int = 0

View file

@ -45,7 +45,7 @@ export state VehiclesState {
ve_ids: int = 0
ve_sx: float = 0.0
ve_sz: float = 0.0
ve_list: []Vehicle = new []Vehicle
ve: VehicleTable = ve__new()
ve_cur: Vehicle = null
ve_dock_x: float = 0.0
ve_dock_z: float = 0.0

View file

@ -18,7 +18,7 @@ function ve_say(vehicles_st: VehiclesState, what: int, v: Vehicle, n: float) ->
q_push(vehicle_facts(vehicles_st), f)
}
function ve_all(vehicles_st: VehiclesState) -> []Vehicle { return vehicles_st.ve_list }
function ve_all(vehicles_st: VehiclesState) -> []Vehicle { return vehicles_st.ve.tab.rec }
# every vehicle in the valley, to draw and to aim at (change one only through the verbs)
export function vehicles_all(vehicles_st: VehiclesState) -> []Vehicle { return ve_all(vehicles_st) }
@ -32,8 +32,9 @@ export function vehicle_ride_kind(vehicles_st: VehiclesState) -> int {
export function vehicle_current(vehicles_st: VehiclesState) -> Vehicle { return vehicles_st.ve_cur }
export function vehicle_of(vehicles_st: VehiclesState, pid: int, kind: int) -> Vehicle {
let rows = ix_rows(vehicles_st.ve.owners, pid)
let l = ve_all(vehicles_st)
for i in 0 .. len(l) { if l[i].kind == kind and l[i].owner == pid { return l[i] } }
for k in 0 .. len(rows) { if l[rows[k]].kind == kind { return l[rows[k]] } }
return null
}

View file

@ -2,13 +2,14 @@
# and the horse's hay); where they lie is not saved - they are called again. The boats' hulls are
# read back and pushed by the wind in vehicles_tick, which the game calls where the world is run
export function vehicles_reset(vehicles_st: mut VehiclesState) -> void {
if vehicles_st.ve_list != null {
for i in 0 .. len(vehicles_st.ve_list) {
let v = vehicles_st.ve_list[i]
if v.kind == VEHICLE_BOAT { VehicleHull.gone(v.nid) } else { VehicleLegs.gone(v.nid) }
}
let l = ve_all(vehicles_st)
for i in 0 .. len(l) {
let v = l[i]
if v.kind == VEHICLE_BOAT { VehicleHull.gone(v.nid) } else { VehicleLegs.gone(v.nid) }
v.ent = -1
}
vehicles_st.ve_list = new []Vehicle
tb_clear(vehicles_st.ve.tab)
imap_clear(vehicles_st.ve.nids)
vehicles_st.ve_cur = null
vehicles_st.ve_have_dock = false
vehicles_st.ve_swell_said = 0.0

View file

@ -0,0 +1,45 @@
# table.ludic - the vehicles, rows of a ludic.base Table: kind and owner as columns, each player's
# own by index, and a nid to its handle. Where one is stays on its record: a boat moves every frame
# and there are never more than two a player to search.
export const VE_KIND: int = 0 # int columns
export const VE_OWNER: int = 1
export property VehicleTable {
tab: Table<Vehicle> = null
owners: IntIndex = null # every vehicle by the player it belongs to
nids: IntMap = null
}
function ve__new() -> VehicleTable {
let w = new VehicleTable
let tb: Table<Vehicle> = table_new(0, 2)
w.tab = tb
w.owners = tb_index(tb, VE_OWNER, -1)
w.nids = imap_new()
return w
}
# a new row for v, its kind and owner from its record
function ve_file(w: VehicleTable, v: Vehicle) -> void {
v.tab = w.tab
v.ent = tb_add(w.tab, v)
let r = tb_row(w.tab, v.ent)
w.tab.i[VE_KIND][r] = v.kind
w.tab.i[VE_OWNER][r] = v.owner
tb_refile(w.tab, r)
imap_put(w.nids, v.nid, v.ent)
}
function ve_unfile(w: VehicleTable, v: Vehicle) -> void {
imap_del(w.nids, v.nid)
tb_remove(w.tab, v.ent)
v.ent = -1
}
# the vehicle a message names, or null
export function vehicle_by_nid(vehicles_st: VehiclesState, nid: int) -> Vehicle {
let tb = vehicles_st.ve.tab
let r = tb_row(tb, imap_get(vehicles_st.ve.nids, nid, -1))
if r < 0 or tb.rec[r].nid != nid { return null }
return tb.rec[r]
}

View file

@ -344,4 +344,23 @@ program VehiclesTest {
expect_near(vehicle_find(vehicles_st, VEHICLE_HORSE).food, 77.0, 0.01)
expect(not vehicle_find(vehicles_st, VEHICLE_BOAT).owned)
}
test "the table: a nid finds its vehicle, each player's own by the owner index, and a release takes both" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) {
fresh(vehicles_st, vehicles_test_st)
vehicle_call_for(vehicles_st, 5, VEHICLE_HORSE, 0)
vehicle_call_for(vehicles_st, 5, VEHICLE_BOAT, 0)
vehicle_call_for(vehicles_st, 6, VEHICLE_BOAT, 1)
let b = vehicle_of(vehicles_st, 6, VEHICLE_BOAT)
expect(b != null)
expect(vehicle_by_nid(vehicles_st, b.nid) == b)
expect(vehicle_of(vehicles_st, 6, VEHICLE_HORSE) == null)
let h = vehicle_of(vehicles_st, 5, VEHICLE_HORSE)
vehicles_release(vehicles_st, 5)
expect_eq(len(vehicles_all(vehicles_st)), 1)
expect(vehicle_by_nid(vehicles_st, h.nid) == null)
expect(vehicle_of(vehicles_st, 6, VEHICLE_BOAT) == b)
vehicles_reset(vehicles_st)
expect_eq(len(vehicles_all(vehicles_st)), 0)
expect(vehicle_by_nid(vehicles_st, b.nid) == null)
}
}

View file

@ -64,4 +64,6 @@ export property WildAnimal {
sus_z: float = 0.0
spook: float = 0.0 # game minutes of extra wariness after being flushed
seen: float = 0.0 # the alert it has already reacted to
ent: int = -1 # its handle in the table
tab: Table<WildAnimal> = null # the table holding it, so a verb on the animal alone keeps the indexes
}

View file

@ -3,13 +3,13 @@
export function wildlife_put_away(wildlife_st: mut WildlifeState) -> void {
if wildlife_st.wl_own != null { return }
wildlife_st.wl_own = wildlife_all(wildlife_st)
wildlife_st.wl_list = new []WildAnimal
wildlife_st.wl_own = wildlife_st.wl
wildlife_st.wl = wl__new()
}
export function wildlife_bring_back(wildlife_st: mut WildlifeState) -> void {
if wildlife_st.wl_own == null { return }
wildlife_st.wl_list = wildlife_st.wl_own
wildlife_st.wl = wildlife_st.wl_own
wildlife_st.wl_own = null
}

View file

@ -8,7 +8,9 @@ import "animal.ludic"
import "places.ludic"
import "port.ludic"
import "facts.ludic"
import "table.ludic"
import "store.ludic"
import "near.ludic"
import "guest.ludic"
import "record.ludic"
import "habitat.ludic"

View file

@ -0,0 +1,15 @@
# near.ludic - the animals around a point, living ones only, into a list the CALLER keeps (in its own
# state, reused every frame): from the grid, or a species' own list when it is rare. Nothing is
# allocated or written here.
export function wildlife_near(wildlife_st: WildlifeState, x: float, z: float, r: float, out: []WildAnimal) -> int {
let w = wildlife_st.wl
return tb_within_recs(w.tab, w.grid, x, z, r, -1, 0, out)
}
export function wildlife_near_of(wildlife_st: WildlifeState, sp: int, x: float, z: float, r: float, out: []WildAnimal) -> int {
let w = wildlife_st.wl
return tb_within_of_recs(w.tab, w.grid, w.species, x, z, r, sp, out)
}
# how many of a species are alive, legends included, without a walk
export function wildlife_alive_of(wildlife_st: WildlifeState, sp: int) -> int { return ix_count(wildlife_st.wl.species, sp) }

View file

@ -4,6 +4,7 @@ export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: flo
wl_seed_scan(wildlife_st, dt)
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { wl_tick_one(wildlife_st, all[i], dt, gh) }
wildlife_refile(wildlife_st)
}
function wl_tick_one(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void {

View file

@ -34,7 +34,7 @@ export property WildSpecies {
export state WildlifeState {
wl_facts: Queue<WildFact> = wl_facts__new()
wl_own: []WildAnimal = null
wl_own: WildTable = null # a guest's own animals, put away whole while it draws the host's
wl_px: float = 0.0
wl_pz: float = 0.0
wl_ask: WildLure = new WildLure
@ -53,7 +53,7 @@ export state WildlifeState {
wl_fed_any: bool = false
wl_near_i: int = 0
wl_species: []WildSpecies = new []WildSpecies
wl_list: []WildAnimal = new []WildAnimal
wl: WildTable = wl__new()
wl_keys: int = 0
wl_dice: Rng = rng_new(97)
wl_hold: bool = false # staged: nobody thinks, everybody keeps their speed

View file

@ -1,14 +1,20 @@
# store.ludic - the animals, their own dice, and the verbs that make and take one away
const WL_TAU: float = 6.2831853
# every animal, one per row - the table's own list: read it, never push to it
export function wildlife_all(wildlife_st: WildlifeState) -> []WildAnimal {
return wildlife_st.wl_list
return wildlife_st.wl.tab.rec
}
export function wildlife_count_all(wildlife_st: WildlifeState) -> int { return len(wildlife_all(wildlife_st)) }
export function wildlife_count_all(wildlife_st: WildlifeState) -> int { return tb_len(wildlife_st.wl.tab) }
# a new valley: every animal forgotten, quietly (the game has already let its drawings go)
export function wildlife_clear(wildlife_st: mut WildlifeState) -> void { wildlife_st.wl_list = new []WildAnimal }
export function wildlife_clear(wildlife_st: mut WildlifeState) -> void {
let tb = wildlife_st.wl.tab
for r in 0 .. tb_len(tb) { tb.rec[r].ent = -1 }
tb_clear(tb)
imap_clear(wildlife_st.wl.nids)
}
function wl_rng(wildlife_st: WildlifeState) -> Rng {
return wildlife_st.wl_dice
@ -40,7 +46,7 @@ export function wildlife_make(wildlife_st: mut WildlifeState, sp: int, x: float,
a.scale = scale
a.legend = legend
a.state = WILD_IDLE
push(wildlife_all(wildlife_st), a)
wl_file(wildlife_st.wl, a)
WildlifeWorld.born(a)
return a
}
@ -67,7 +73,7 @@ export function wildlife_new(wildlife_st: mut WildlifeState, sp: int, x: float,
# gone for good: not drawn, not ticked
export function wildlife_remove(a: WildAnimal) -> void {
if a == null { return }
a.alive = false
wildlife_set_alive(a, false)
a.shown = false
}
@ -75,15 +81,16 @@ export function wildlife_remove(a: WildAnimal) -> void {
export function wildlife_hold(wildlife_st: mut WildlifeState, on: bool) -> void { wildlife_st.wl_hold = on }
export function wildlife_by_nid(wildlife_st: WildlifeState, nid: int) -> WildAnimal {
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { if all[i].nid == nid { return all[i] } }
return null
let tb = wildlife_st.wl.tab
let r = tb_row(tb, imap_get(wildlife_st.wl.nids, nid, -1))
if r < 0 or tb.rec[r].nid != nid { return null }
return tb.rec[r]
}
# how many of a species are alive, legends apart
export function wildlife_count(wildlife_st: WildlifeState, sp: int) -> int {
var n = 0
let all = wildlife_all(wildlife_st)
for i in 0 .. len(all) { if all[i].alive and all[i].sp == sp and not all[i].legend { n += 1 } }
let rows = ix_rows(wildlife_st.wl.species, sp)
for k in 0 .. len(rows) { if not wildlife_st.wl.tab.rec[rows[k]].legend { n += 1 } }
return n
}

View file

@ -0,0 +1,91 @@
# table.ludic - the animals, rows of a ludic.base Table: where each stands, its species and whether
# it lives are columns, with a grid over the living, the living by species, and a nid to its handle.
# The AI moves an animal by its record; wildlife_refile files every move once, after the tick.
export const WA_X: int = 0 # float columns
export const WA_Z: int = 1
export const WA_SP: int = 0 # int columns
export const WA_ALIVE: int = 1 # 1 while alive
const WA_CELL: float = 32.0
export property WildTable {
tab: Table<WildAnimal> = null
grid: Grid = null
species: IntIndex = null # the living, by species
nids: IntMap = null
}
function wl__new() -> WildTable {
let w = new WildTable
let tb: Table<WildAnimal> = table_new(2, 2)
w.tab = tb
w.grid = tb_grid(tb, WA_X, WA_Z, WA_ALIVE, WA_CELL)
w.species = tb_index(tb, WA_SP, WA_ALIVE)
w.nids = imap_new()
return w
}
function wl_row(a: WildAnimal) -> int {
if a == null or a.tab == null { return -1 }
return tb_row(a.tab, a.ent)
}
# a new row for `a`, its columns from its record
function wl_file(w: WildTable, a: WildAnimal) -> void {
a.tab = w.tab
a.ent = tb_add(w.tab, a)
let r = wl_row(a)
let tb = w.tab
tb.f[WA_X][r] = a.x
tb.f[WA_Z][r] = a.z
tb.i[WA_SP][r] = a.sp
var on = 0
if a.alive { on = 1 }
tb.i[WA_ALIVE][r] = on
tb_refile(tb, r)
if a.nid != 0 { imap_put(w.nids, a.nid, a.ent) }
}
# alive or not, the record and the row together (a copy the game is handed says so too)
export function wildlife_set_alive(a: WildAnimal, on: bool) -> void {
if a == null { return }
a.alive = on
let r = wl_row(a)
if r < 0 { return }
var v = 0
if on { v = 1 }
tb_set_i(a.tab, WA_ALIVE, r, v)
}
# every row whose record moved since it was filed, refiled: once after a tick that moves them all,
# and by the game after it moves the copies a guest is handed
export function wildlife_refile(wildlife_st: mut WildlifeState) -> void {
let tb = wildlife_st.wl.tab
let xs = tb.f[WA_X]
let zs = tb.f[WA_Z]
for r in 0 .. tb_len(tb) {
let a = tb.rec[r]
if xs[r] != a.x or zs[r] != a.z { tb_set_xz(tb, WA_X, WA_Z, r, a.x, a.z) }
}
}
# after a refile, the columns say what the records say; the count of rows that do not
export function wildlife_verify(wildlife_st: WildlifeState) -> int {
let tb = wildlife_st.wl.tab
var bad = 0
for r in 0 .. tb_len(tb) {
let a = tb.rec[r]
var on = 0
if a.alive { on = 1 }
if tb.f[WA_X][r] != a.x or tb.f[WA_Z][r] != a.z or tb.i[WA_SP][r] != a.sp or tb.i[WA_ALIVE][r] != on or a.ent != tb.ent[r] { bad += 1 }
}
return bad
}
# the nearest living animal of a species (below 0: any) within maxr (0: any distance), or null
export function wildlife_nearest(wildlife_st: WildlifeState, sp: int, x: float, z: float, maxr: float) -> WildAnimal {
let w = wildlife_st.wl
var r = -1
if sp < 0 { r = tb_nearest(w.tab, w.grid, x, z, maxr, -1, 0) } else { r = tb_nearest_of(w.tab, w.grid, w.species, x, z, maxr, sp) }
if r < 0 { return null }
return w.tab.rec[r]
}

View file

@ -230,4 +230,33 @@ program WildlifeTest {
expect_near(r.x, r.wx, 0.001)
expect(r.x != x0 or r.wx == r.sx)
}
test "the table: a nid finds its animal, the living count by species, the nearest, and a refile" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState) {
fk_setup(wildlife_st, wildlife_tests_fake_st)
wildlife_clear(wildlife_st)
let a = wildlife_make(wildlife_st, 0, 10.0, 0.0, false, 0.0, 0, 1.0, 41)
let b = wildlife_make(wildlife_st, 0, 90.0, 0.0, false, 0.0, 0, 1.0, 42)
let c = wildlife_make(wildlife_st, 1, 30.0, 0.0, true, 0.0, 0, 1.0, 43)
expect(wildlife_by_nid(wildlife_st, 42) == b)
expect(wildlife_by_nid(wildlife_st, 7) == null)
expect_eq(wildlife_count(wildlife_st, 0), 2)
expect_eq(wildlife_count(wildlife_st, 1), 0)
expect(wildlife_nearest(wildlife_st, -1, 0.0, 0.0, 0.0) == a)
expect(wildlife_nearest(wildlife_st, 1, 0.0, 0.0, 0.0) == c)
let near = new []WildAnimal
expect_eq(wildlife_near(wildlife_st, 0.0, 0.0, 40.0, near), 2)
expect_eq(wildlife_near_of(wildlife_st, 0, 0.0, 0.0, 200.0, near), 2)
expect_eq(wildlife_alive_of(wildlife_st, 1), 1)
wildlife_remove(a)
expect_eq(wildlife_count(wildlife_st, 0), 1)
expect(wildlife_nearest(wildlife_st, 0, 0.0, 0.0, 0.0) == b)
b.x = -5.0
wildlife_refile(wildlife_st)
expect(wildlife_nearest(wildlife_st, -1, 0.0, 0.0, 20.0) == b)
expect_eq(wildlife_verify(wildlife_st), 0)
expect_eq(wildlife_count_all(wildlife_st), 3)
wildlife_clear(wildlife_st)
expect_eq(wildlife_count_all(wildlife_st), 0)
expect(wildlife_by_nid(wildlife_st, 42) == null)
}
}

View file

@ -136,9 +136,11 @@ function emit_component_access(prop: pointer, meth: pointer, e: Node) -> Val {
let lt = emit_bind(`icmp slt i32 {i0}, {ec}`)
emit(" br i1 "); emit(lt); emit(", label %"); emit(body); emit(", label %"); emit(endl); emit("\n")
emit(body); emit(":\n")
let ap = emit_bind(`getelementptr inbounds [{me} x i32], ptr @L_alive, i32 0, i32 {i0}`)
let eb1 = ecs_base("L_alive")
let ap = emit_bind(`getelementptr inbounds i32, ptr {eb1}, i32 {i0}`)
let al = emit_bind(`load i32, ptr {ap}`)
let hp = emit_bind(`getelementptr inbounds [{me} x i8], ptr @H_{prop}, i32 0, i32 {i0}`)
let eb2 = ecs_base(`H_{prop}`)
let hp = emit_bind(`getelementptr inbounds i8, ptr {eb2}, i32 {i0}`)
let hv = emit_bind(`load i8, ptr {hp}`)
let hz = emit_bind(`zext i8 {hv} to i32`)
let both = emit_bind(`and i32 {al}, {hz}`)
@ -154,15 +156,19 @@ function emit_component_access(prop: pointer, meth: pointer, e: Node) -> Val {
if len(e.kids) != 1 { perr(`{prop}.{meth} takes one argument: the entity`) }
let ev = emit_expr(e.kids[0])
if (meth == "of") {
let slot = emit_bind(`getelementptr inbounds [{me} x %Cmp_{prop}], ptr @S_{prop}, i32 0, i32 {ev.code}`)
let eb3 = ecs_base(`S_{prop}`)
let slot = emit_bind(`getelementptr inbounds %Cmp_{prop}, ptr {eb3}, i32 {ev.code}`)
return val(slot, prop)
}
let in_range = emit_bind(`icmp ult i32 {ev.code}, {me}`)
let cap = emit_bind("load i32, ptr @L_cap")
let in_range = emit_bind(`icmp ult i32 {ev.code}, {cap}`)
let idx = emit_bind(`select i1 {in_range}, i32 {ev.code}, i32 0`)
let ap = emit_bind(`getelementptr inbounds [{me} x i32], ptr @L_alive, i32 0, i32 {idx}`)
let eb4 = ecs_base("L_alive")
let ap = emit_bind(`getelementptr inbounds i32, ptr {eb4}, i32 {idx}`)
let alive = emit_bind(`load i32, ptr {ap}`)
let is_alive = emit_bind(`icmp ne i32 {alive}, 0`)
let hp = emit_bind(`getelementptr inbounds [{me} x i8], ptr @H_{prop}, i32 0, i32 {idx}`)
let eb5 = ecs_base(`H_{prop}`)
let hp = emit_bind(`getelementptr inbounds i8, ptr {eb5}, i32 {idx}`)
let hv = emit_bind(`load i8, ptr {hp}`)
let carries = emit_bind(`icmp ne i8 {hv}, 0`)
let ok1 = emit_bind(`and i1 {in_range}, {is_alive}`)
@ -372,7 +378,7 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
return emit_alias_or_fail("App", meth, e)
}
if (ns == "Pool") {
if (meth == "capacity") { return val(itoa(MAX_ENT), "int") } # max entities
if (meth == "capacity") { return val(emit_bind("load i32, ptr @L_cap"), "int") } # the stores' size now: they grow
if (meth == "reserved") { return val(emit_bind("load i32, ptr @L_entc"), "int") } # slots ever allocated (high-water)
if (meth == "free") { return val(emit_bind("load i32, ptr @L_freen"), "int") } # recycled slots ready for reuse
if (meth == "live") { # currently alive = reserved - free
@ -407,7 +413,8 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
let at = emit_expr(e.kids[1])
let ent = emit_bind(`call i32 @L_spawn_prefab(ptr {nm.code})`)
let me = itoa(MAX_ENT)
let slot = emit_bind(`getelementptr inbounds [{me} x %Cmp_Position], ptr @S_Position, i32 0, i32 {ent}`)
let eb6 = ecs_base(`S_Position`)
let slot = emit_bind(`getelementptr inbounds %Cmp_Position, ptr {eb6}, i32 {ent}`)
let xa = emit_bind(`getelementptr inbounds %Cmp_Position, ptr {slot}, i32 0, i32 {itoa(field_index(pos, "x"))}`)
let ya = emit_bind(`getelementptr inbounds %Cmp_Position, ptr {slot}, i32 0, i32 {itoa(field_index(pos, "y"))}`)
let ax = vec_x(at.code)

View file

@ -61,6 +61,7 @@ function emit_main(d: Node) -> void {
# its framebuffer allocated. Headless it only allocates — no window, no output —
# so a non-rendering entry game is unchanged.
emit(" call void @L_init_runtime()\n")
if has_ecs() { emit(" call void @L_grow(i32 1)\n") }
if (find_fn("rt_init") != null) { emit(" call void " + fn_sym("rt_init") + "()\n") }
emit(" call void @L_init_globals()\n")
emit_block(d.a)
@ -149,6 +150,7 @@ function emit_test_runner() -> void {
emit(" ret i32 0\n")
emit(`{lrun0}:\n`)
emit(" call void @L_init_runtime()\n")
if has_ecs() { emit(" call void @L_grow(i32 1)\n") }
if has_ecs() { emit(" call void @rt_init()\n") }
emit(" call void @L_init_globals()\n")
i = 0

View file

@ -185,4 +185,11 @@ function check_worker_ref(e: Node) -> void {
var ok = len(d.kids) == s + 2 and llty(d.ty) == "void"
if ok { ok = llty(d.kids[s].ty) == "i32" and llty(d.kids[s + 1].ty) == "ptr" }
if not ok { perr(`fn {e.s}: a worker function takes (i: int, ctx: pointer) and returns nothing`) }
# every thread runs it at once: a state it is handed is read by all of them, so none may change one
var k = 0
while k < s {
let p = d.kids[k]
if p.uns == 1 { perr(`fn {e.s}: a worker runs on every core at once, so it may read {p.ty} but not change it ({p.s}: mut {p.ty}); write results into ctx, shared counts through Sync.add`) }
k += 1
}
}

View file

@ -56,9 +56,12 @@ function emit_ecs_storage() -> void {
if len(g_scenes) > 0 { emith("@L_scene = internal global i32 0\n") } # active base scene id
emith("@L_entc = internal global i32 0\n")
let me = itoa(MAX_ENT)
emith(`@L_alive = internal global [{me} x i32] zeroinitializer\n`)
emith(`@L_kind = internal global [{me} x i32] zeroinitializer\n`)
emith(`@L_freelist = internal global [{me} x i32] zeroinitializer\n`)
# the per-entity stores are heap blocks L_grow makes and doubles: @L_cap slots each, from MAX_ENT
emith("@L_cap = internal global i32 0\n")
emith("@L_snapcap = internal global i32 0\n") # a snapshot's slot count, read before its stores
emith("@L_alive = internal global ptr null\n")
emith("@L_kind = internal global ptr null\n")
emith("@L_freelist = internal global ptr null\n")
emith("@L_freen = internal global i32 0\n")
# NETWORKING role registers (N3/N5): a runtime sets these; offline they hold the
# single-player default — @L_role=1 (this peer is the authority), local id 0.
@ -68,7 +71,7 @@ function emit_ecs_storage() -> void {
emith("@L_role = internal global i32 1\n") # 1 = server/authority (offline default)
emith("@L_localid = internal global i32 0\n") # this peer's id
}
if net_has_owned() { emith(`@L_owner_arr = internal global [{me} x i32] zeroinitializer\n`) }
if net_has_owned() { emith("@L_owner_arr = internal global ptr null\n") }
var i = 0
while i < len(prog) {
let c = prog[i]
@ -76,8 +79,8 @@ function emit_ecs_storage() -> void {
# header). Every property in an ECS program is a component today; a property
# used only via `new` would not need these, but no such program mixes the two.
if c.kind == N_COMP {
emith(`@S_{c.s} = internal global [{me} x %Cmp_{c.s}] zeroinitializer\n`)
emith(`@H_{c.s} = internal global [{me} x i8] zeroinitializer\n`)
emith(`@S_{c.s} = internal global ptr null\n`)
emith(`@H_{c.s} = internal global ptr null\n`)
}
# one enabled-flag global per model and per handler (default enabled)
if c.kind == N_ARCH { emith(`@ME_{c.s} = internal global i32 1\n`) }
@ -92,21 +95,25 @@ function emit_ecs_storage() -> void {
# L_reset(e): clear every has-flag and the archetype kind for entity e
function emit_ecs_allocator() -> void {
let me = itoa(MAX_ENT)
emit_ecs_grow()
emit("define void @L_reset(i32 %e) {\nentry:\n")
var i = 0
while i < len(prog) {
if prog[i].kind == N_COMP {
let hn = `%h{itoa(i)}`
emit(" "); emit(hn); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(prog[i].s); emit(", i32 0, i32 %e\n")
let eb1 = ecs_base(`H_{prog[i].s}`)
emit(" "); emit(hn); emit(" = getelementptr inbounds i8, ptr "); emit(eb1); emit(", i32 %e\n")
emit(" store i8 0, ptr "); emit(hn); emit("\n")
}
i += 1
}
emit(" %k = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n")
let eb2 = ecs_base("L_kind")
emit(" %k = getelementptr inbounds i32, ptr "); emit(eb2); emit(", i32 %e\n")
emit(" store i32 0, ptr %k\n")
# N3: reset an @Owned entity's network owner to -1 (unowned) on alloc/free
if net_has_owned() {
emit(" %ow = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_owner_arr, i32 0, i32 %e\n")
let eb3 = ecs_base("L_owner_arr")
emit(" %ow = getelementptr inbounds i32, ptr "); emit(eb3); emit(", i32 %e\n")
emit(" store i32 -1, ptr %ow\n")
}
emit(" ret void\n}\n\n")
@ -118,29 +125,100 @@ function emit_ecs_allocator() -> void {
emit("reuse:\n")
emit(" %fn1 = sub i32 %fn, 1\n")
emit(" store i32 %fn1, ptr @L_freen\n")
emit(" %fp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_freelist, i32 0, i32 %fn1\n")
let eb4 = ecs_base("L_freelist")
emit(" %fp = getelementptr inbounds i32, ptr "); emit(eb4); emit(", i32 %fn1\n")
emit(" %re = load i32, ptr %fp\n")
emit(" br label %done\n")
emit("fresh:\n")
emit(" %ec = load i32, ptr @L_entc\n")
emit(" %ec1 = add i32 %ec, 1\n")
emit(" call void @L_grow(i32 %ec1)\n") # a slot past the stores doubles them first
emit(" store i32 %ec1, ptr @L_entc\n")
emit(" br label %done\n")
emit("done:\n")
emit(" %e = phi i32 [ %re, %reuse ], [ %ec, %fresh ]\n")
emit(" call void @L_reset(i32 %e)\n")
emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %e\n")
let eb5 = ecs_base("L_alive")
emit(" %ap = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 %e\n")
emit(" store i32 1, ptr %ap\n")
emit(" ret i32 %e\n}\n\n")
emit("define void @L_free_entity(i32 %e) {\nentry:\n")
emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %e\n")
let eb6 = ecs_base("L_alive")
emit(" %ap = getelementptr inbounds i32, ptr "); emit(eb6); emit(", i32 %e\n")
emit(" store i32 0, ptr %ap\n")
emit(" call void @L_reset(i32 %e)\n")
emit(" %fn = load i32, ptr @L_freen\n")
emit(" %fp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_freelist, i32 0, i32 %fn\n")
let eb7 = ecs_base("L_freelist")
emit(" %fp = getelementptr inbounds i32, ptr "); emit(eb7); emit(", i32 %fn\n")
emit(" store i32 %e, ptr %fp\n")
emit(" %fn1 = add i32 %fn, 1\n")
emit(" store i32 %fn1, ptr @L_freen\n")
emit(" ret void\n}\n\n")
}
# the base of a per-entity store, loaded where it is indexed (a store moves when L_grow doubles it)
function ecs_base(store: pointer) -> pointer {
let r = `%ecsb{itoa(ll_t)}` # its own prefix: raw functions name blocks t0, t1, ...
ll_t += 1
emit(` {r} = load ptr, ptr @{store}\n`)
return r
}
# L_grow(need): every per-entity store holds at least `need` slots - doubled from MAX_ENT as the
# entities outgrow them, the new slots zero, the mods' registered stores with them. Nothing is
# ever moved back down: an entity's slot is its handle for its whole life.
function emit_ecs_grow() -> void {
emit("define void @L_grow(i32 %need) {\nentry:\n %cap = load i32, ptr @L_cap\n")
emit(" %ok = icmp sle i32 %need, %cap\n br i1 %ok, label %done, label %grow\ngrow:\n")
emit(` %c0 = icmp eq i32 %cap, 0\n %start = select i1 %c0, i32 {itoa(MAX_ENT)}, i32 %cap\n br label %dbl\n`)
emit("dbl:\n %nc = phi i32 [ %start, %grow ], [ %nc2, %dbl2 ]\n %enough = icmp sge i32 %nc, %need\n")
emit(" br i1 %enough, label %apply, label %dbl2\ndbl2:\n %nc2 = mul i32 %nc, 2\n br label %dbl\n")
emit("apply:\n %cap64 = sext i32 %cap to i64\n %nc64 = sext i32 %nc to i64\n")
emit_grow_store("L_alive", "4", 0)
emit_grow_store("L_kind", "4", 1)
emit_grow_store("L_freelist", "4", 2)
if net_has_owned() { emit_grow_store("L_owner_arr", "4", 3) }
var k = 4
var i = 0
while i < len(prog) {
if prog[i].kind == N_COMP {
let sz = `%gs{itoa(k)}`
emit(` {sz} = ptrtoint ptr getelementptr (%Cmp_{prog[i].s}, ptr null, i32 1) to i64\n`)
emit_grow_store(`S_{prog[i].s}`, sz, k)
emit_grow_store(`H_{prog[i].s}`, "1", k + 1)
k += 2
}
i += 1
}
emit_grow_dyn()
emit("fin:\n store i32 %nc, ptr @L_cap\n br label %done\ndone:\n ret void\n}\n\n")
}
# one store to nc slots of `esz` bytes: reallocated (8 bytes spare, so a field-less tag is never
# a zero-byte block), its new tail zeroed
function emit_grow_store(store: pointer, esz: pointer, k: int) -> void {
let n = itoa(k)
emit(` %gp{n} = load ptr, ptr @{store}\n %gb{n} = mul i64 %nc64, {esz}\n %gr{n} = add i64 %gb{n}, 8\n`)
emit(` %gn{n} = call ptr @realloc(ptr %gp{n}, i64 %gr{n})\n %go{n} = mul i64 %cap64, {esz}\n`)
emit(` %gt{n} = getelementptr i8, ptr %gn{n}, i64 %go{n}\n %gz{n} = sub i64 %gr{n}, %go{n}\n`)
emit(` %gm{n} = call ptr @memset(ptr %gt{n}, i32 0, i64 %gz{n})\n store ptr %gn{n}, ptr @{store}\n`)
}
# the stores a mod registered at run time (ludic_register_prop), grown the same way
function emit_grow_dyn() -> void {
emit(" br label %dynh\ndynh:\n %di = phi i32 [ 0, %apply ], [ %di1, %dynb ]\n %dcn = load i32, ptr @dyn_count\n")
emit(" %dmore = icmp slt i32 %di, %dcn\n br i1 %dmore, label %dynb, label %fin\ndynb:\n")
emit(" %dfp = getelementptr inbounds [32 x i32], ptr @dynF, i32 0, i32 %di\n %dnf = load i32, ptr %dfp\n")
emit(" %dnf4 = mul i32 %dnf, 4\n %desz = sext i32 %dnf4 to i64\n")
emit_grow_slot("dynS", "%desz", "s")
emit_grow_slot("dynH", "1", "h")
emit(" %di1 = add i32 %di, 1\n br label %dynh\n")
}
function emit_grow_slot(table: pointer, esz: pointer, t: pointer) -> void {
emit(` %d{t}p = getelementptr inbounds [32 x ptr], ptr @{table}, i32 0, i32 %di\n %d{t}o = load ptr, ptr %d{t}p\n`)
emit(` %d{t}b = mul i64 %nc64, {esz}\n %d{t}r = add i64 %d{t}b, 8\n %d{t}n = call ptr @realloc(ptr %d{t}o, i64 %d{t}r)\n`)
emit(` %d{t}f = mul i64 %cap64, {esz}\n %d{t}t = getelementptr i8, ptr %d{t}n, i64 %d{t}f\n %d{t}z = sub i64 %d{t}r, %d{t}f\n`)
emit(` %d{t}m = call ptr @memset(ptr %d{t}t, i32 0, i64 %d{t}z)\n store ptr %d{t}n, ptr %d{t}p\n`)
}

View file

@ -93,7 +93,8 @@ function emit_countdown_system() -> void {
emit(" %n = load i32, ptr @L_entc\n br label %loop\nloop:\n")
emit(" %i = phi i32 [ 0, %entry ], [ %i1, %next ]\n")
emit(" %go = icmp slt i32 %i, %n\n br i1 %go, label %body, label %done\nbody:\n")
emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %i\n")
let eb1 = ecs_base("L_alive")
emit(" %ap = getelementptr inbounds i32, ptr "); emit(eb1); emit(", i32 %i\n")
emit(" %al = load i32, ptr %ap\n %alive = icmp ne i32 %al, 0\n br i1 %alive, label %c0, label %next\n")
var k = 0
var i = 0
@ -106,12 +107,14 @@ function emit_countdown_system() -> void {
if any {
let sk = itoa(k); let nk = itoa(k + 1)
emit("c"); emit(sk); emit(":\n")
emit(" %h"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(d.s); emit(", i32 0, i32 %i\n")
let eb2 = ecs_base(`H_{d.s}`)
emit(" %h"); emit(sk); emit(" = getelementptr inbounds i8, ptr "); emit(eb2); emit(", i32 %i\n")
emit(" %hv"); emit(sk); emit(" = load i8, ptr %h"); emit(sk); emit("\n")
emit(" %has"); emit(sk); emit(" = icmp ne i8 %hv"); emit(sk); emit(", 0\n")
emit(" br i1 %has"); emit(sk); emit(", label %t"); emit(sk); emit(", label %c"); emit(nk); emit("\n")
emit("t"); emit(sk); emit(":\n")
emit(" %s"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(d.s); emit("], ptr @S_"); emit(d.s); emit(", i32 0, i32 %i\n")
let eb3 = ecs_base(`S_{d.s}`)
emit(" %s"); emit(sk); emit(" = getelementptr inbounds %Cmp_"); emit(d.s); emit(", ptr "); emit(eb3); emit(", i32 %i\n")
f = 0
while f < len(d.kids) {
if (d.kids[f].ty == "countdown") {
@ -474,7 +477,8 @@ function emit_world_despawn_fn() -> void {
emit("define void @fn_world_despawn(i32 %e) {\nentry:\n")
if len(g_ondespawn) > 0 {
let me = itoa(MAX_ENT)
emit(" %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n")
let eb4 = ecs_base("L_kind")
emit(" %kp = getelementptr inbounds i32, ptr "); emit(eb4); emit(", i32 %e\n")
emit(" %k = load i32, ptr %kp\n")
var i = 0
while i < len(g_ondespawn) {
@ -508,10 +512,14 @@ function emit_despawn_all_fn() -> void {
emit("loop:\n %i = phi i32 [ 0, %entry ], [ %i1, %cont ]\n")
emit(" %n = load i32, ptr @L_entc\n %go = icmp slt i32 %i, %n\n")
emit(" br i1 %go, label %body, label %fin\n")
emit("body:\n %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %i\n")
emit("body:\n")
let eb5 = ecs_base("L_alive")
emit(" %ap = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 %i\n")
emit(" %al = load i32, ptr %ap\n %isa = icmp ne i32 %al, 0\n")
emit(" br i1 %isa, label %do, label %cont\n")
emit("do:\n %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %i\n")
emit("do:\n")
let eb6 = ecs_base("L_kind")
emit(" %kp = getelementptr inbounds i32, ptr "); emit(eb6); emit(", i32 %i\n")
emit(" %k = load i32, ptr %kp\n")
var i = 0
while i < len(g_ondespawn) {
@ -608,7 +616,8 @@ function emit_event_fns() -> void {
emit(" %n = load i32, ptr @evN_"); emit(en); emit("\n")
emit(" %lo = icmp sge i32 %tok, 0\n %hi = icmp slt i32 %tok, %n\n %ok = and i1 %lo, %hi\n")
emit(" br i1 %ok, label %do, label %skip\n")
emit("do:\n %slot = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @evL_"); emit(en); emit(", i32 0, i32 %tok\n")
emit("do:\n")
emit(" %slot = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @evL_"); emit(en); emit(", i32 0, i32 %tok\n")
emit(" store ptr null, ptr %slot\n br label %skip\n")
emit("skip:\n ret void\n}\n\n")

View file

@ -25,7 +25,8 @@ function emit_query(st: Node) -> void {
emit(body); emit(":\n"); g_term = false
let i1 = emit_bind(`load i32, ptr {ip}`)
# alive?
let ap = nreg(); emit(" "); emit(ap); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 "); emit(i1); emit("\n")
let eb1 = ecs_base("L_alive")
let ap = nreg(); emit(" "); emit(ap); emit(" = getelementptr inbounds i32, ptr "); emit(eb1); emit(", i32 "); emit(i1); emit("\n")
let al = emit_bind(`load i32, ptr {ap}`)
let alc = emit_bind(`icmp ne i32 {al}, 0`)
let ka = lbl("qa")
@ -40,14 +41,16 @@ function emit_query(st: Node) -> void {
let ak = find_arch_id(tm.s)
var ok: pointer = "0"
if ak > 0 {
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(i1); emit("\n")
let eb2 = ecs_base("L_kind")
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds i32, ptr "); emit(eb2); emit(", i32 "); emit(i1); emit("\n")
let kv = emit_bind(`load i32, ptr {kp}`)
let kok = emit_bind(`icmp eq i32 {kv}, {itoa(ak)}`)
let mev = emit_bind(`load i32, ptr @ME_{tm.s}`) # model-enabled flag
let meok = emit_bind(`icmp ne i32 {mev}, 0`)
ok = emit_bind(`and i1 {kok}, {meok}`)
} else {
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(tm.s); emit(", i32 0, i32 "); emit(i1); emit("\n")
let eb3 = ecs_base(`H_{tm.s}`)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb3); emit(", i32 "); emit(i1); emit("\n")
let hv = emit_bind(`load i8, ptr {hp}`)
ok = emit_bind(`icmp ne i8 {hv}, 0`)
}
@ -66,7 +69,8 @@ function emit_query(st: Node) -> void {
if tm.ival == 0 and find_arch_id(tm.s) == 0 {
if vi < len(st.kids) {
let slot = nreg()
emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(tm.s); emit("], ptr @S_"); emit(tm.s); emit(", i32 0, i32 "); emit(i1); emit("\n")
let eb4 = ecs_base(`S_{tm.s}`)
emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(tm.s); emit(", ptr "); emit(eb4); emit(", i32 "); emit(i1); emit("\n")
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(st.kids[vi].s, vslot, tm.s)

View file

@ -46,16 +46,23 @@ function emit_io(fn2: pointer, p: pointer, bytes: pointer) -> void {
function emit_snapshot_blocks(fn2: pointer) -> void {
g_iok = 0
g_off = "0"
let me = itoa(MAX_ENT)
# the stores grow, so a snapshot says how many slots it holds first; a load grows to it before
# reading them back
let reading = (fn2 == "fread") or (g_snap_mode == "load")
if not reading { emit(" %sncap0 = load i32, ptr @L_cap\n store i32 %sncap0, ptr @L_snapcap\n") }
emit_io(fn2, "@L_snapcap", "4")
emit(" %sncap = load i32, ptr @L_snapcap\n")
if reading { emit(" call void @L_grow(i32 %sncap)\n") }
emit(" %sncap64 = sext i32 %sncap to i64\n")
emit_io(fn2, "@L_entc", "4")
emit_io(fn2, "@L_freen", "4")
emit(" %nalive = mul i64 "); emit(me); emit(", 4\n")
emit_io(fn2, "@L_alive", "%nalive")
emit_io(fn2, "@L_freelist", "%nalive")
emit_io(fn2, "@L_kind", "%nalive")
emit(" %nalive = mul i64 %sncap64, 4\n")
emit_io(fn2, snap_base("L_alive", 0), "%nalive")
emit_io(fn2, snap_base("L_freelist", 1), "%nalive")
emit_io(fn2, snap_base("L_kind", 2), "%nalive")
# N3: an @Owned world snapshots its per-entity owners too, so rollback/replication
# round-trips ownership (like @L_kind). Gated, so non-@Owned snapshots are unchanged.
if net_has_owned() { emit_io(fn2, "@L_owner_arr", "%nalive") }
if net_has_owned() { emit_io(fn2, snap_base("L_owner_arr", 3), "%nalive") }
var i = 0
while i < len(prog) { if prog[i].kind == N_VAR { emit_io(fn2, `@g_{prog[i].s}`, "4") }; i += 1 }
var ci = 0
@ -63,16 +70,25 @@ function emit_snapshot_blocks(fn2: pointer) -> void {
while i < len(prog) {
if prog[i].kind == N_COMP {
let c = prog[i].s
let csz1 = `%csz1_{itoa(ci)}`
let csz = `%csz{itoa(ci)}`
emit(" "); emit(csz); emit(" = ptrtoint ptr getelementptr (%Cmp_"); emit(c); emit(", ptr null, i32 "); emit(me); emit(") to i64\n")
emit_io(fn2, `@S_{c}`, csz)
emit_io(fn2, `@H_{c}`, me)
emit(" "); emit(csz1); emit(" = ptrtoint ptr getelementptr (%Cmp_"); emit(c); emit(", ptr null, i32 1) to i64\n")
emit(" "); emit(csz); emit(" = mul i64 %sncap64, "); emit(csz1); emit("\n")
emit_io(fn2, snap_base(`S_{c}`, 4 + ci * 2), csz)
emit_io(fn2, snap_base(`H_{c}`, 5 + ci * 2), "%sncap64")
ci += 1
}
i += 1
}
}
# a store's base, loaded after any grow the snapshot made
function snap_base(store: pointer, k: int) -> pointer {
let r = `%snb{itoa(k)}`
emit(` {r} = load ptr, ptr @{store}\n`)
return r
}
function emit_snapshot() -> void {
g_snap_mode = "file" # seed (module ptr inits are null)
emith("@.sav_path = private unnamed_addr constant [10 x i8] c\"ludic.sav\\00\"\n")

View file

@ -15,10 +15,12 @@ function emit_init_component(e: pointer, comp: pointer, rec: Node) -> void {
let me = itoa(MAX_ENT)
let c = find_comp(comp)
if (c == null) { perr(`spawn: unknown property {comp}`) }
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
let eb1 = ecs_base(`H_{comp}`)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb1); emit(", i32 "); emit(e); emit("\n")
emit(" store i8 1, ptr "); emit(hp); emit("\n")
let slot = nreg()
emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(comp); emit("], ptr @S_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
let eb2 = ecs_base(`S_{comp}`)
emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(eb2); emit(", i32 "); emit(e); emit("\n")
# defaults
var f = 0
while f < len(c.kids) {
@ -71,7 +73,8 @@ function emit_bind_props(model: Node, e: pointer) -> void {
while c < len(model.kids) {
let pname = model.kids[c].s
let slot = nreg()
emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(pname); emit("], ptr @S_"); emit(pname); emit(", i32 0, i32 "); emit(e); emit("\n")
let eb3 = ecs_base(`S_{pname}`)
emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(pname); emit(", ptr "); emit(eb3); emit(", i32 "); emit(e); emit("\n")
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(pname, vslot, pname)
@ -146,7 +149,8 @@ function emit_spawn(st: Node) -> pointer {
if (find_prefab(st.s) != null) and (ak == 0) { perr(`prefab {st.s}: unknown model {model}`) }
if ak > 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(e); emit("\n")
let eb4 = ecs_base("L_kind")
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds i32, ptr "); emit(eb4); emit(", i32 "); emit(e); emit("\n")
emit(" store i32 "); emit(itoa(ak)); emit(", ptr "); emit(kp); emit("\n")
let arch = find_arch(model)
var c = 0
@ -179,7 +183,8 @@ function emit_despawn(st: Node) -> void {
# @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 eb5 = ecs_base("L_kind")
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 "); emit(v.code); emit("\n")
let kind = emit_bind(`load i32, ptr {kp}`)
var i = 0
while i < len(g_ondespawn) {
@ -205,7 +210,8 @@ function emit_despawn(st: Node) -> void {
function emit_attach(st: Node) -> void {
let ev = emit_expr(st.a)
let me = itoa(MAX_ENT)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
let eb6 = ecs_base(`H_{st.s}`)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb6); emit(", i32 "); emit(ev.code); emit("\n")
let cur = emit_bind(`load i8, ptr {hp}`)
let isnew = emit_bind(`icmp eq i8 {cur}, 0`)
let doit = lbl("attach"); let done = lbl("attdone")
@ -223,7 +229,8 @@ function emit_attach(st: Node) -> void {
function emit_detach(st: Node) -> void {
let ev = emit_expr(st.a)
let me = itoa(MAX_ENT)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
let eb7 = ecs_base(`H_{st.s}`)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb7); emit(", i32 "); emit(ev.code); emit("\n")
let cur = emit_bind(`load i8, ptr {hp}`)
let here = emit_bind(`icmp ne i8 {cur}, 0`)
let doit = lbl("detach"); let done = lbl("detdone")
@ -233,7 +240,8 @@ function emit_detach(st: Node) -> void {
let hb = ondetach_body(st.s) # @OnDetach reads the outgoing value
if (hb != null) {
let save = nloc
let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(st.s); emit("], ptr @S_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
let eb8 = ecs_base(`S_{st.s}`)
let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(st.s); emit(", ptr "); emit(eb8); emit(", i32 "); emit(ev.code); emit("\n")
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(st.s, vslot, st.s)
@ -266,13 +274,15 @@ function emit_toggle(st: Node) -> void {
if (st.a != null) {
let ev = emit_expr(st.a)
let me = itoa(MAX_ENT)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
let eb9 = ecs_base(`H_{st.s}`)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb9); emit(", i32 "); emit(ev.code); emit("\n")
emit(" store i8 "); emit(val); emit(", ptr "); emit(hp); emit("\n")
var hb: Node = null
if st.ival == 1 { hb = onenable_body(st.s) } else { hb = ondisable_body(st.s) }
if (hb != null) {
let save = nloc
let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(st.s); emit("], ptr @S_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
let eb10 = ecs_base(`S_{st.s}`)
let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(st.s); emit(", ptr "); emit(eb10); emit(", i32 "); emit(ev.code); emit("\n")
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(st.s, vslot, st.s)

View file

@ -96,7 +96,8 @@ function emit_world_table() -> void {
emit(" %m"); emit(sk); emit(" = icmp eq i32 %p, "); emit(sk); emit("\n")
emit(" br i1 %m"); emit(sk); emit(", label %g"); emit(sk); emit(", label %gn"); emit(sk); emit("\n")
emit("g"); emit(sk); emit(":\n")
emit(" %s"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(cn); emit("], ptr @S_"); emit(cn); emit(", i32 0, i32 %e\n")
let eb1 = ecs_base(`S_{cn}`)
emit(" %s"); emit(sk); emit(" = getelementptr inbounds %Cmp_"); emit(cn); emit(", ptr "); emit(eb1); emit(", i32 %e\n")
var fj = 0
while fj < len(c.kids) {
let ft = llty(c.kids[fj].ty); let fk = `{sk}_{itoa(fj)}`
@ -139,7 +140,8 @@ function emit_world_table() -> void {
emit(" %m"); emit(sk); emit(" = icmp eq i32 %p, "); emit(sk); emit("\n")
emit(" br i1 %m"); emit(sk); emit(", label %g"); emit(sk); emit(", label %gn"); emit(sk); emit("\n")
emit("g"); emit(sk); emit(":\n")
emit(" %s"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(cn); emit("], ptr @S_"); emit(cn); emit(", i32 0, i32 %e\n")
let eb2 = ecs_base(`S_{cn}`)
emit(" %s"); emit(sk); emit(" = getelementptr inbounds %Cmp_"); emit(cn); emit(", ptr "); emit(eb2); emit(", i32 %e\n")
var fj = 0
while fj < len(c.kids) {
let ft = llty(c.kids[fj].ty); let fk = `{sk}_{itoa(fj)}`
@ -182,7 +184,8 @@ function emit_world_table() -> void {
emit(" %m"); emit(sk); emit(" = icmp eq i32 %p, "); emit(sk); emit("\n")
emit(" br i1 %m"); emit(sk); emit(", label %g"); emit(sk); emit(", label %gn"); emit(sk); emit("\n")
emit("g"); emit(sk); emit(":\n")
emit(" %hp"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(cn); emit(", i32 0, i32 %e\n")
let eb3 = ecs_base(`H_{cn}`)
emit(" %hp"); emit(sk); emit(" = getelementptr inbounds i8, ptr "); emit(eb3); emit(", i32 %e\n")
emit(" %hv"); emit(sk); emit(" = load i8, ptr %hp"); emit(sk); emit("\n")
emit(" %hr"); emit(sk); emit(" = zext i8 %hv"); emit(sk); emit(" to i32\n ret i32 %hr"); emit(sk); emit("\n")
emit("gn"); emit(sk); emit(":\n")
@ -201,10 +204,10 @@ function emit_world_table() -> void {
# zeroed. The returned id works with get/set/has/attach exactly like a built-in.
emit("define i32 @ludic_register_prop(ptr %name, i32 %nfields) {\nentry:\n")
emit(" %dc = load i32, ptr @dyn_count\n %full = icmp slt i32 %dc, 32\n br i1 %full, label %do, label %rej\n")
emit("do:\n %nf4 = mul i32 %nfields, 4\n %sz = mul i32 %nf4, "); emit(me); emit("\n %szl = sext i32 %sz to i64\n")
emit("do:\n %rcap = load i32, ptr @L_cap\n %nf4 = mul i32 %nfields, 4\n %sz = mul i32 %nf4, %rcap\n %szl = sext i32 %sz to i64\n")
emit(" %buf = call ptr @malloc(i64 %szl)\n call ptr @memset(ptr %buf, i32 0, i64 %szl)\n")
emit(" %sp = getelementptr inbounds [32 x ptr], ptr @dynS, i32 0, i32 %dc\n store ptr %buf, ptr %sp\n")
emit(" %hbuf = call ptr @malloc(i64 "); emit(me); emit(")\n call ptr @memset(ptr %hbuf, i32 0, i64 "); emit(me); emit(")\n")
emit(" %hcap = sext i32 %rcap to i64\n %hbuf = call ptr @malloc(i64 %hcap)\n call ptr @memset(ptr %hbuf, i32 0, i64 %hcap)\n")
emit(" %hp = getelementptr inbounds [32 x ptr], ptr @dynH, i32 0, i32 %dc\n store ptr %hbuf, ptr %hp\n")
emit(" %fp = getelementptr inbounds [32 x i32], ptr @dynF, i32 0, i32 %dc\n store i32 %nfields, ptr %fp\n")
emit(" %np = getelementptr inbounds [32 x ptr], ptr @dynName, i32 0, i32 %dc\n store ptr %name, ptr %np\n")
@ -222,7 +225,8 @@ function emit_world_table() -> void {
# identifies each entity's model, then reads/writes it with get/set/has above.
emit("define i32 @ludic_entity_count() {\nentry:\n %n = load i32, ptr @L_entc\n ret i32 %n\n}\n\n")
emit("define i32 @ludic_kind(i32 %e) {\nentry:\n")
emit(" %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n")
let eb4 = ecs_base("L_kind")
emit(" %kp = getelementptr inbounds i32, ptr "); emit(eb4); emit(", i32 %e\n")
emit(" %k = load i32, ptr %kp\n ret i32 %k\n}\n\n")
emit("define i32 @ludic_model_id(ptr %name) {\nentry:\n")
k = 0; i = 0
@ -287,7 +291,9 @@ function emit_world_table() -> void {
emit(" %n = load i32, ptr @L_entc\n br label %loop\n")
emit("loop:\n %e = phi i32 [ %from, %entry ], [ %e1, %cont ]\n")
emit(" %go = icmp slt i32 %e, %n\n br i1 %go, label %body, label %none\n")
emit("body:\n %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %e\n")
emit("body:\n")
let eb5 = ecs_base("L_alive")
emit(" %ap = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 %e\n")
emit(" %al = load i32, ptr %ap\n %isa = icmp ne i32 %al, 0\n br i1 %isa, label %chk, label %cont\n")
emit("chk:\n %h = call i32 @ludic_has(i32 %e, i32 %p)\n %hit = icmp ne i32 %h, 0\n br i1 %hit, label %hitb, label %cont\n")
emit("hitb:\n ret i32 %e\n")
@ -446,6 +452,7 @@ function emit_game_main() -> void {
emit(" store i32 %argc, ptr @L_argc\n")
emit(" store ptr %argv, ptr @L_argv\n")
emit(" call void @L_init_runtime()\n")
if has_ecs() { emit(" call void @L_grow(i32 1)\n") }
if (find_fn("rt_init") != null) { emit(" call void " + fn_sym("rt_init") + "()\n") }
emit(" call void @L_init_globals()\n")
emit_calls_for_phase("Start")

View file

@ -121,7 +121,8 @@ function emit_net_serialize(m: Node) -> void {
let cn = m.kids[ci].s
let c = find_comp(cn)
if (c != null) {
let s = nreg(); emit(" "); emit(s); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(cn); emit("], ptr @S_"); emit(cn); emit(", i32 0, i32 %e\n")
let eb1 = ecs_base(`S_{cn}`)
let s = nreg(); emit(" "); emit(s); emit(" = getelementptr inbounds %Cmp_"); emit(cn); emit(", ptr "); emit(eb1); emit(", i32 %e\n")
var fj = 0
while fj < len(c.kids) {
if c.kids[fj].ival == 1 {
@ -154,7 +155,8 @@ function emit_net_apply(m: Node) -> void {
let cn = m.kids[ci].s
let c = find_comp(cn)
if (c != null) {
let s = nreg(); emit(" "); emit(s); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(cn); emit("], ptr @S_"); emit(cn); emit(", i32 0, i32 %e\n")
let eb2 = ecs_base(`S_{cn}`)
let s = nreg(); emit(" "); emit(s); emit(" = getelementptr inbounds %Cmp_"); emit(cn); emit(", ptr "); emit(eb2); emit(", i32 %e\n")
var fj = 0
while fj < len(c.kids) {
if c.kids[fj].ival == 1 {
@ -181,7 +183,8 @@ function emit_net_dispatch() -> void {
let me = itoa(MAX_ENT)
emit("define i32 @ludic_serialize(i32 %e, ptr %buf) {\nentry:\n")
emit(" %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n %k = load i32, ptr %kp\n")
let eb3 = ecs_base("L_kind")
emit(" %kp = getelementptr inbounds i32, ptr "); emit(eb3); emit(", i32 %e\n %k = load i32, ptr %kp\n")
var k = 0
var i = 0
while i < len(prog) {
@ -198,7 +201,8 @@ function emit_net_dispatch() -> void {
emit(" ret i32 0\n}\n\n")
emit("define void @ludic_apply(i32 %e, ptr %buf, i32 %len) {\nentry:\n")
emit(" %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n %k = load i32, ptr %kp\n")
let eb4 = ecs_base("L_kind")
emit(" %kp = getelementptr inbounds i32, ptr "); emit(eb4); emit(", i32 %e\n %k = load i32, ptr %kp\n")
k = 0; i = 0
while i < len(prog) {
if prog[i].kind == N_ARCH and net_model_syncs(prog[i]) {
@ -216,7 +220,8 @@ function emit_net_dispatch() -> void {
# ludic_sync_size(e): the replicated byte count for the entity's model — a
# constant per kind, so a runtime can size a buffer before serialize.
emit("define i32 @ludic_sync_size(i32 %e) {\nentry:\n")
emit(" %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n %k = load i32, ptr %kp\n")
let eb5 = ecs_base("L_kind")
emit(" %kp = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 %e\n %k = load i32, ptr %kp\n")
k = 0; i = 0
while i < len(prog) {
if prog[i].kind == N_ARCH and net_model_syncs(prog[i]) {
@ -239,12 +244,15 @@ function emit_net_dispatch() -> void {
function emit_net_owner() -> void {
let me = itoa(MAX_ENT)
emit("define i32 @L_owner(i32 %e) {\nentry:\n")
emit(" %p = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_owner_arr, i32 0, i32 %e\n %v = load i32, ptr %p\n ret i32 %v\n}\n\n")
let eb6 = ecs_base("L_owner_arr")
emit(" %p = getelementptr inbounds i32, ptr "); emit(eb6); emit(", i32 %e\n %v = load i32, ptr %p\n ret i32 %v\n}\n\n")
emit("define void @L_set_owner(i32 %e, i32 %id) {\nentry:\n")
emit(" %p = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_owner_arr, i32 0, i32 %e\n store i32 %id, ptr %p\n ret void\n}\n\n")
let eb7 = ecs_base("L_owner_arr")
emit(" %p = getelementptr inbounds i32, ptr "); emit(eb7); emit(", i32 %e\n store i32 %id, ptr %p\n ret void\n}\n\n")
# is_owner(e): does the local peer own e? owner(e) == local_id().
emit("define i32 @L_is_owner(i32 %e) {\nentry:\n")
emit(" %p = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_owner_arr, i32 0, i32 %e\n %o = load i32, ptr %p\n")
let eb8 = ecs_base("L_owner_arr")
emit(" %p = getelementptr inbounds i32, ptr "); emit(eb8); emit(", i32 %e\n %o = load i32, ptr %p\n")
emit(" %lid = load i32, ptr @L_localid\n %eq = icmp eq i32 %o, %lid\n %r = zext i1 %eq to i32\n ret i32 %r\n}\n\n")
}

View file

@ -147,7 +147,7 @@ function red_check(i: int) -> void {
function act_src() -> pointer {
var src = "export state LudicActions {\n kinds: []int = new []int\n vals: []pointer = new []pointer\n head: int = 0\n depth: int = 0\n}\n"
src = src + "export function ludic_act_push(q: mut LudicActions, k: int, v: pointer) -> void {\n push(q.kinds, k)\n push(q.vals, v)\n}\n"
src = src + "export function drain_actions(q: mut LudicActions) -> void {\n if q.depth > 0 { return }\n q.depth = 1\n var pass = 0\n var round_end = len(q.kinds)\n"
src = src + "export function drain_actions(q: mut LudicActions) -> void {\n if q.depth > 0 or len(q.kinds) == 0 { return }\n q.depth = 1\n var pass = 0\n var round_end = len(q.kinds)\n"
src = src + " while q.head < len(q.kinds) {\n if q.head == round_end {\n pass += 1\n round_end = len(q.kinds)\n"
src = src + ` if pass >= {itoa(ACTION_PASSES)} {{ ludic_act_runaway(q.kinds[q.head]) }}\n }}\n`
src = src + " let k = q.kinds[q.head]\n let v = q.vals[q.head]\n q.head += 1\n"
@ -165,7 +165,7 @@ function act_src() -> pointer {
}
a += 1
}
src = src + " }\n q.kinds = new []int\n q.vals = new []pointer\n q.head = 0\n q.depth = 0\n}\n"
src = src + " }\n List.clear(q.kinds)\n List.clear(q.vals)\n q.head = 0\n q.depth = 0\n}\n" # in place: a drain a phase, seven a frame, allocates nothing
src = src + "export function ludic_act_runaway(k: int) -> void {\n var name = \"?\"\n"
a = 0
while a < len(g_act_names) {

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File diff suppressed because it is too large Load diff