feat(stdlib): add Os.* — the OS/environment interface (#21)
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An Os.* namespace, Go-flavored and game-scoped, for the environment *around* the game: the command line, environment variables, standard streams, process exit, the host platform, and the per-user known folders a game writes into. Rounds the bare System.* builtins (arg/getenv/exit) into one coherent surface. - args / arg_count / arg the argument vector (args() -> []string) - env / env_or / has_env read env vars (null-safe via env_or) - set_env / unset_env mutate this process's environment - exit(code) terminate with a status code - platform() / arch() host facts (uname sysname/machine) - stdout_write / stderr_write raw writes to the standard streams - save_dir / config_dir / cache_dir / temp_dir per-user known folders Pure libc over NUL-terminated strings; C-free, no new runtime. arg_count/arg/ exit stay light (no prelude) as thin aliases of the existing intrinsics; the rest share one Os runtime prelude emitted on demand (g_uses_osrt). platform() is portable (uname system name is field 0 on every Unix); arch() and the known-folder layout follow the macOS/BSD conventions — the fully supported native target today. Linux/Windows/wasm folder resolution and a target-aware arch() are documented follow-ups. - examples/library/os.ludic: asserts the invariants that hold regardless of host — env round-trip, env_or fallback, unset, args()==arg_count(), non-empty platform/arch and known dirs. Wired into `x test` (now 54 passed). - docs: a new Os section + 17 per-symbol pages; inventory updated; every fence passes check-docs (--fmt) and the site builds via docgen. - seed regenerated; `x bootstrap-cfree` fixpoint holds. Closes #21 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/os/_section.md
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id: os
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title: Os
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order: 6
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The operating-system interface — the environment *around* the game rather than the game itself: the command line, environment variables, the standard streams, the process exit code, the host platform, and the per-user folders a game writes its saves, config, and cache into. It rounds the bare <a href="ns-System"><code>System</code></a> builtins (<code>arg</code>, <code>getenv</code>, <code>exit</code>) into one coherent, Go-flavored namespace.
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It is deliberately small and game-scoped: there is no process spawning, no signals, and no user/permission APIs. Reach for it in launchers, asset pipelines, and dev tools — parsing launch flags like <code>--level 3</code>, reading config from the environment, or resolving where a save file belongs — far more than in the simulation itself.
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**Determinism:** <a href="os-args"><code>args</code></a>, the <a href="os-env"><code>env</code></a> family, and <a href="os-platform"><code>platform</code></a>/<a href="os-arch"><code>arch</code></a> are non-deterministic host input. Read them once at startup to configure the game, and keep them out of the replayable simulation so a shared seed still reproduces.
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**Platform coverage:** this first version targets the native macOS/BSD host — the fully supported target today. <a href="os-platform"><code>platform</code></a> is portable (the <code>uname</code> system name is available on every Unix); <a href="os-arch"><code>arch</code></a> and the known-folder layout (<a href="os-save_dir"><code>save_dir</code></a>/<a href="os-config_dir"><code>config_dir</code></a>/<a href="os-cache_dir"><code>cache_dir</code></a>) follow the macOS conventions. Linux/Windows/wasm folder resolution and a target-aware <code>arch</code> are documented follow-ups.
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