feat(ecs): engine-owned systems auto-tick user components (#43)
Adds the ECS hook issues #43 and #47 named as their real dependency: a system the *engine* owns, inserted into the frame loop over a component a game merely declares and carries — no `handler` wired. - runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance: loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/ in-out), both on the by-name reflection ABI, integer + deterministic. - backend: emit_engine_systems_for_phase inserts the calls after every user handler in a phase (auto-loop and the drivable tick helpers alike); uses_engine_systems() drives the systems.ludic splice, the world-table force-emit, and makes a component-only game count as a systems game. - A game that declares neither component is byte-for-byte unchanged. Worked example + regression: examples/library/anim_ecs.ludic. Full suite 73 passed, self-host C-free bootstrap fixpoint intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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10 changed files with 15109 additions and 14658 deletions
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@ -160,7 +160,7 @@ function emit_program() -> void {
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i = i + 1
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}
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if len(g_events) > 0 { emit_event_fns() } # EV0: @ev_<E> event-dispatch functions
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if has_ecs() and (len(g_events) > 0 or g_uses_query or g_uses_reflect) { emit_world_table() } # EV2/EV8: the mod reflection ABI (also powers Query.* / Reflect.*)
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if has_ecs() and (len(g_events) > 0 or g_uses_query or g_uses_reflect or g_uses_esys) { emit_world_table() } # EV2/EV8: the mod reflection ABI (also powers Query.* / Reflect.* / engine systems)
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if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
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if has_ecs() { emit_net() } # N2/N3: @Sync serializers + @Owned storage (gated internally)
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if has_ui() { emit_ui_build() }
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@ -8,6 +8,10 @@ const MAX_ENT: int = 1024
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function has_systems() -> bool {
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var i = 0
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while i < len(prog) { if prog[i].kind == N_SYS { return true }; i = i + 1 }
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# a game with no hand-written handler but a well-known engine component still
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# runs a frame loop — the engine owns the system that ticks that component
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# (#43/#47). Treat it as a systems game so the loop / tick helpers are emitted.
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if uses_engine_systems() { return true }
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return false
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}
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function has_models() -> bool {
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@ -15,6 +19,19 @@ function has_models() -> bool {
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while i < len(prog) { if prog[i].kind == N_ARCH { return true }; i = i + 1 }
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return false
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}
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# does the program declare a well-known engine component? Each one is auto-ticked
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# by an engine-owned system (systems.ludic, wired in emit_engine_systems_for_
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# phase). Answering this drives the systems.ludic splice (parse.ludic) and the
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# reflection-ABI force-emit (emit_decl) — a game with none is byte-for-byte the
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# same as before the feature existed. Keep this list in sync with the phase table
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# in emit_engine_systems_for_phase.
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function uses_engine_systems() -> bool {
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if find_comp("SpriteAnim") != null { return true }
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if find_comp("Motion") != null { return true }
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if find_comp("Light2D") != null { return true }
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if find_comp("Occluder") != null { return true }
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return false
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}
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# N5: does the program have an `entry` block? A game with both handlers and an
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# `entry` drives its own loop (calling tick_fixed/tick_render), instead of the
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# compiler's auto frame loop. A game with handlers and no entry uses the auto-loop.
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@ -46,10 +46,33 @@ function emit_call_one(d: Node) -> void {
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emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
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}
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# Engine-owned systems (#43/#47): systems the compiler injects into the frame
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# loop over a component the game merely declares and carries — the ECS hook the
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# animation and lighting follow-ups both stand on. Each entry is (component,
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# runtime fn, phase); the call is emitted only when the game declares that
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# component (so systems.ludic was spliced and the fn exists). They run *after*
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# the game's own handlers for the phase, so gameplay this frame is already
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# settled when the engine advances animation / accumulates light. Keep the
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# component list in sync with uses_engine_systems (emit_ecs.ludic).
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function emit_one_engine_system(comp: pointer, fn: pointer) -> void {
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if (find_comp(comp) != null) and (find_fn(fn) != null) {
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emit(" call void @fn_"); emit(fn); emit("()\n")
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}
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}
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function emit_engine_systems_for_phase(phase: pointer) -> void {
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if (phase == "Update") {
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emit_one_engine_system("SpriteAnim", "esys_spriteanim")
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emit_one_engine_system("Motion", "esys_motion")
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}
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if (phase == "Render") {
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emit_one_engine_system("Light2D", "esys_light2d")
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}
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}
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# Global handlers run first, then the active scene's layer handlers in
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# declaration (draw) order. The active scene is snapshotted once per phase, so a
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# `become` mid-phase takes effect at the next phase boundary — exactly one scene
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# is active within any single phase.
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# is active within any single phase. Engine-owned systems for the phase run last.
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function emit_calls_for_phase(phase: pointer) -> void {
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var i = 0
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while i < len(prog) {
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@ -61,21 +84,23 @@ function emit_calls_for_phase(phase: pointer) -> void {
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var has_sc = false
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i = 0
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while i < len(prog) { let d = prog[i]; if d.kind == N_SYS and (d.ty == phase) and (d.c != null) { has_sc = true }; i = i + 1 }
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if not has_sc { return }
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let cs = emit_bind("load i32, ptr @L_scene")
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i = 0
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while i < len(prog) {
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let d = prog[i]
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if d.kind == N_SYS and (d.ty == phase) and (d.c != null) {
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let ce = emit_bind(`icmp eq i32 {cs}, {itoa(d.c.ival)}`)
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let run = lbl("scrun"); let skip = lbl("scskip")
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emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
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emit(run); emit(":\n")
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emit_call_one(d)
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emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
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if has_sc {
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let cs = emit_bind("load i32, ptr @L_scene")
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i = 0
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while i < len(prog) {
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let d = prog[i]
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if d.kind == N_SYS and (d.ty == phase) and (d.c != null) {
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let ce = emit_bind(`icmp eq i32 {cs}, {itoa(d.c.ival)}`)
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let run = lbl("scrun"); let skip = lbl("scskip")
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emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
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emit(run); emit(":\n")
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emit_call_one(d)
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emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
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}
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i = i + 1
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}
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i = i + 1
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}
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emit_engine_systems_for_phase(phase) # engine-owned systems run after every user handler
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}
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# on enter / on exit compile to void functions @scene_enter_<Name> /
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@ -407,6 +407,7 @@ var g_uses_reflect: bool = false # a program mentioned Reflect.* -> force-emit
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var g_uses_light: bool = false # a program mentioned Light.* -> splice the 2D light pass
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var g_uses_value: bool = false # Value.*/Json.*/Reflect.serialize -> splice the value tree + JSON (#44)
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var g_uses_reflect_io: bool = false # Reflect.serialize/apply -> splice the reflection serializer
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var g_uses_esys: bool = false # an engine-owned system component (SpriteAnim/Motion/Light2D) is declared -> splice systems.ludic + force the reflection ABI
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function already_loaded(full: pointer) -> bool {
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var i = 0
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@ -603,6 +604,18 @@ function maybe_splice_runtime() -> void {
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do_import("runtime/native/reflect_io.ludic")
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cur_dir = saved
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}
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# engine-owned systems (#43/#47): a game that declares a well-known engine
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# component (SpriteAnim / Motion / Light2D / Occluder) gets systems.ludic
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# spliced, and the compiler inserts a call to each esys_* at its frame phase
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# (emit_engine_systems_for_phase). The systems read/write components through the
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# reflection ABI, so g_uses_esys also force-emits the world table (emit_decl).
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# Light2D/Occluder additionally consume the 2D light pass, so pull it in too.
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if uses_engine_systems() {
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g_uses_esys = true
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cur_dir = ""
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do_import("runtime/native/systems.ludic")
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cur_dir = saved
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}
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}
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function parse_program() -> void {
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@ -623,6 +636,7 @@ function parse_program() -> void {
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g_uses_regex = false
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g_uses_query = false
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g_uses_reflect = false
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g_uses_esys = false
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g_uses_light = false
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g_uses_value = false
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g_uses_reflect_io = false
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29447
selfhost/ludicc.seed.ll
29447
selfhost/ludicc.seed.ll
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