feat(cli): install in one command, and call the CLI ludic

Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-05 22:01:52 +03:00
parent 005cc39394
commit aca263642d
54 changed files with 1802 additions and 670 deletions

View file

@ -18,18 +18,24 @@ runtime, and the tooling are all written in Ludic and built by Ludic.
From a clean checkout, one line lifts the toolchain off the seed:
```bash
mkdir -p bin && clang selfhost/ludicc.seed.ll -o bin/ludicc && bin/ludicc tools/x/main.ludic -o bin/x
mkdir -p bin && clang selfhost/ludicc.seed.ll -o bin/ludicc
bin/ludicc tools/ludic-cli/main.ludic -o bin/ludic
```
That gives you `bin/x`, the Ludic task runner that replaces every build/test
That gives you `bin/ludic`, the CLI — the same binary users install, which also
carries the toolchain's own tasks under `ludic dev` and replaces every build/test
shell script in the repo. From then on it builds everything — including itself:
```bash
bin/x build # rebuild the whole toolchain into bin/ (ludicc, ludic, x, ludic-fmt, ludic-lsp)
bin/x help # list every command
bin/ludic dev build # the whole toolchain into bin/ (ludicc, ludic, ludic-fmt, ludic-lsp)
bin/ludic dev help # every contributor task
bin/ludic help # what a user of the language sees
```
Always run `x` from the repository root, so `assets/` and `selfhost/` resolve.
Always run `ludic dev` from the repository root, so `assets/` and `selfhost/`
resolve. (A checkout is an install root: `bin/` beside `runtime/` and
`packages/`, exactly the shape `install.sh` lays down under `~/.ludic`. That is
why the same binary serves both.)
## The development loop
@ -37,18 +43,18 @@ When you change the compiler or runtime, prove the self-hosting fixpoint still
holds before you push:
```bash
bin/x reseed # regenerate selfhost/ludicc.seed.ll after a compiler change
bin/x bootstrap-cfree # rebuild the compiler from the seed with NO C compiler in the loop
bin/x test # the full regression suite
bin/ludic dev reseed # regenerate selfhost/ludicc.seed.ll after a compiler change
bin/ludic dev bootstrap-cfree # rebuild the compiler from the seed with NO C compiler in the loop
bin/ludic dev test # the full regression suite
```
Other useful targets:
```bash
bin/x app <file.ludic> [--headless] # compile a program to a native app in build/
bin/x selfhost-test # correctness + bootstrap fixpoints
bin/x test-tools # the editor-toolchain suite (ludic-fmt, ludic-lsp)
bin/x clean # remove build/, out.ppm and stray artifacts
bin/ludic build <file.ludic> [--headless] # compile a program to a native app in build/
bin/ludic dev selfhost-test # correctness + bootstrap fixpoints
bin/ludic dev test-tools # the editor-toolchain suite (ludic-fmt, ludic-lsp)
bin/ludic clean # remove build/, out.ppm and stray artifacts
```
## Adding to the standard library
@ -61,7 +67,7 @@ The stdlib lives in the runtime (`runtime/`) and is surfaced as namespaces
and register its id in `tools/docgen/inventory.json`. Each documented
namespace gets exactly **one** directory (the docs check enforces this).
3. Add or extend an example under `examples/` and a case in the test suite.
4. Run `bin/x docs-gen --out build/pages && bin/x docs-check build/pages` — the
4. Run `bin/ludic dev docs-gen --out build/pages && bin/ludic dev docs-check build/pages` — the
check fails if any inventory symbol lacks a page or is still seed text.
5. Add a **changeset** for the user-facing change: a small file under
[`changes/`](changes/README.md) with a `bump:` level and a one-line summary.
@ -70,41 +76,47 @@ The stdlib lives in the runtime (`runtime/`) and is surfaced as namespaces
## Versioning & releases
The toolchain is versioned with [SemVer](https://semver.org); `VERSION` is the
single source of truth and `ludicc --version` (or `x version`) reports it.
single source of truth and `ludicc --version` (or `ludic version`) reports it.
Releases are changeset-driven. Every user-facing change ships with a changeset
(step 5 above). Read the next release before cutting it:
```bash
x release --dry-run # render the CHANGELOG section, write nothing
ludic dev release --dry-run # render the CHANGELOG section, write nothing
```
Then cut it:
```bash
x release [major|minor|patch] # omit the level to derive it from the changesets
ludic dev release [major|minor|patch] # omit the level to derive it from the changesets
git push origin main --follow-tags
```
`x release` aggregates the pending changesets into a new `CHANGELOG.md` section
`ludic dev release` aggregates the pending changesets into a new `CHANGELOG.md` section
— grouped by change type, with each changeset's markdown kept intact — bumps
`VERSION`, commits `chore(release): vX.Y.Z`, and tags it.
**Pushing the tag is what publishes.** The `release` workflow builds the
toolchain from the IR seed, runs `x test`, `x test-tools` and `x bootstrap-cfree`
toolchain from the IR seed, runs `ludic dev test`, `ludic dev test-tools` and `ludic dev bootstrap-cfree`
against the tagged tree, and only then creates the Forgejo release — with the
source tarball, a Linux toolchain build, a `.sha256` beside each, and that version's
`CHANGELOG.md` section as the notes. It refuses to publish if the tag and
`VERSION` disagree or the changelog has no section for it.
Each toolchain artifact is a complete install root — `bin/` beside `runtime/`,
`packages/` and `VERSION` — which is exactly what `install.sh` unpacks into
`~/.ludic`. A release with no artifact for a platform is not a broken install
there: the installer falls back to bootstrapping from the source tarball's IR
seed. But the macOS artifacts are the ones most people get, so attach them.
macOS artifacts cannot be produced on the Linux runner — a `darwin-arm64` build
needs a macOS host, and there is no cross-compile path (it would need the Xcode
SDK and a Mach-O linker). Attaching one therefore means either registering a
macOS runner and giving it a job, or running the same command CI runs from a
Mac. Either way it is `x publish`, which only adds assets the release is missing:
Mac. Either way it is `ludic dev publish`, which only adds assets the release is missing:
```bash
FORGEJO_TOKEN=… x publish v0.4.0
FORGEJO_TOKEN=… ludic dev publish v0.4.0
```
Checksums are one `.sha256` file per artifact rather than a single `SHA256SUMS`,
@ -118,6 +130,51 @@ shasum -a 256 -c ludic-0.4.0-src.tar.gz.sha256
The tag doubles as the reproducible bootstrap point: the source archive plus its
checked-in seed rebuild that exact toolchain.
## Where the name and the URLs live
The language may yet be renamed and the project may yet move hosts, so the
things that carry a name are kept few and listed here rather than discovered one
broken link at a time. Everything host-shaped has an environment override, so a
move can be rehearsed before it is committed.
**Hosts and URLs.** The install one-liner is served from the documentation site,
which publishes `install.sh` beside the pages that quote it (`ludic dev docs-gen`
copies it in; `docs-check` fails without it). Change the host in:
| Where | What |
|---|---|
| `install.sh` | `REPO_API`, `REPO_URL`, `INSTALL_URL` — each `${LUDIC_…:-default}`, so `LUDIC_REPO_URL=… sh install.sh` tests a move without editing anything |
| `tools/ludic-cli/project.ludic` | `install_url()` (`$LUDIC_INSTALL_URL`), used by `ludic upgrade` and `ludic doctor` |
| `tools/ludic-cli/forgejo.ludic` | `FORGEJO_API_DEFAULT` (`$LUDIC_FORGEJO_API`), used by `ludic dev publish` |
| `docs/site/site.json` | `repo_url`, the `start.terminal` one-liner, and the doc links in `nav_links` |
| Prose | `README.md`, `COMPILING.md`, `tools/editors/README.md`, and the two editor plugins' "server not found" messages |
**The name itself.** A rename touches, in rough order of blast radius:
- **The file extension** `.ludic` — the compiler (`strip_ludic`, `do_import`,
`is_ludic_file`), every editor asset (`tools/editors/shared/*.json`,
`vscode/package.json`, the JetBrains `LudicFileType`), and every source file
in the tree.
- **The binaries** `ludic`, `ludicc`, `ludic-fmt`, `ludic-lsp` — `build.ludic`'s
`cmd_dev_build`, the release staging in `release.ludic`, `install.sh`, the
editors' executable-name lists.
- **The install root** `~/.ludic` and the source directories `tools/ludic-cli/`,
`tools/ludic-tools/`, `packages/ludic.*`.
- **The environment variables** `LUDIC_HOME`, `LUDIC_CC`, `LUDIC_MODULES`,
`LUDIC_STORE`, `LUDIC_PKG_PROXY`, `LUDIC_INSTALL_URL`, `LUDIC_KEEP_TMP`,
`LUDIC_COVERAGE` — keep the old names working for a release if anyone has them
in a script.
- **Identifiers that are contracts with other software**: the TextMate scope
`source.ludic`, the VS Code language id `ludic`, the JetBrains plugin id
`io.ludic.ide`, and the `ludic` code-fence tag understood by the Markdown
injection and by `ludic dev check-docs`.
- **The prose**: `README.md`, `LANGUAGE.md`, `COMPILING.md`, `docs/**`, and
`docs/site/site.json`'s `brand`/`meta`.
`ludic dev test` is the safety net for the mechanical part — it builds the
toolchain, stages an install, and runs `new` → `build` → `test` through it, so a
half-finished rename fails there rather than in someone's terminal.
## Conventions
- **Commits:** [Conventional Commits](https://www.conventionalcommits.org) —
@ -132,7 +189,7 @@ checked-in seed rebuild that exact toolchain.
| `perf` | a performance improvement |
| `docs` | documentation only (`docs/`, README, comments) |
| `test` | tests only |
| `build` | the build/bootstrap machinery (seed, `bin/x`, linking) |
| `build` | the build/bootstrap machinery (seed, `bin/ludic`, linking) |
| `ci` | CI workflows under `.forgejo/` |
| `style` | formatting/whitespace, no behaviour change |
| `chore` | routine housekeeping with no other bucket |
@ -154,7 +211,7 @@ checked-in seed rebuild that exact toolchain.
so a green local commit is a green CI run.
- **Formatting:** `ludic-fmt` is the source of truth (2-space indent, LF, UTF-8);
the repo `.editorconfig` mirrors it. Run `bin/ludic-fmt -w` on files you touch.
the repo `.editorconfig` mirrors it. Run `bin/ludic fmt` on files you touch.
The contract CI enforces is *idempotence* — `ludic-fmt` re-run on its own output
is a no-op — which leaves deliberate hand alignment in place; it is not a
blanket `fmt(x) == x`.
@ -182,7 +239,7 @@ non-destructive version of "tidy the history" without touching a single commit.
## Pull requests
- Base your branch on `main`.
- Ensure `bin/x test` (and `bin/x bootstrap-cfree` for compiler/runtime changes)
- Ensure `bin/ludic dev test` (and `bin/ludic dev bootstrap-cfree` for compiler/runtime changes)
pass, and that `ludic-fmt` leaves your files unchanged.
- Fill in the PR template checklist. Reference the issue you close with
`Closes #NN` in the description or a commit message.