feat(errors): panic(msg) + assert(cond, msg) with file:line — no raw crashes (#8)
RFC decision (the split the issue recommended): programmer bugs abort loud and located; recoverable failures become values. This ships the first half. panic(msg) prints `file:line: panic: <msg>` to stderr and aborts the process with exit code 1 — a clear, located error instead of a segfault or a silent wrong result. assert(cond, msg) is the guarded form: it aborts with `file:line: assertion failed: <msg>` only when cond is false, otherwise execution continues. The location is baked in at compile time (the call node carries its source line, g_src_name carries the file); the message is any string. Both lower in emit_call to an fprintf-to-stderr + exit(1) + unreachable tail (assert branches on the condition first). @fprintf and the format constant are declared on demand (g_uses_panic), so a program that never panics is unchanged — and the compiler's own source uses neither, so the C-free bootstrap fixpoint holds. - panic/assert registered as builtins across the vocabulary (ludic_syntax.h, the JetBrains lexer, the TextMate grammar) and documented (docs/language/builtins/) - examples/library/errors.ludic covers the success path (asserts hold, program runs to the end); a panic_case in the suite covers the failure path (non-zero exit + the located stderr message). x test is now 69 checks. Deferred: recoverable failures as `try`/`else` values (needs the tagged-union type system, #1) and a top-level `recover` for the dev game loop. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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13 changed files with 5102 additions and 4778 deletions
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@ -448,6 +448,37 @@ function emit_call(e: Node) -> Val {
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emit_expect_fail(c, msg, a.code, b.code)
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return val("0", "void")
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}
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# --- error handling: panic / assert (issue #8) ------------------------------
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# panic(msg) prints `file:line: panic: <msg>` to stderr and aborts the process
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# cleanly (exit 1) — a located, human error instead of a raw crash. assert(cond,
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# msg) is the same, guarded: it aborts only when `cond` is false (a programmer
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# bug — an index out of range, an invariant broken). The location is baked in at
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# compile time; the message is any string.
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if (name == "panic") {
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g_uses_panic = true
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let m = emit_expr(e.kids[0])
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let prefix = emit_str_const(`{g_src_name}:{itoa(e.line)}: panic: `)
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let se = emit_bind("load ptr, ptr @__stderrp")
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emit(` call i32 (ptr, ptr, ...) @fprintf(ptr {se}, ptr @.fmt_panic, ptr {prefix}, ptr {m.code})\n`)
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emit(" call void @exit(i32 1)\n unreachable\n")
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g_term = true
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return val("0", "void")
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}
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if (name == "assert") {
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g_uses_panic = true
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let c = emit_expr(e.kids[0])
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let cond = emit_bind(`icmp ne i32 {c.code}, 0`)
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let lok = lbl("asok"); let lbad = lbl("asbad")
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emit(` br i1 {cond}, label %{lok}, label %{lbad}\n`)
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emit(`{lbad}:\n`)
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let m = emit_expr(e.kids[1])
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let prefix = emit_str_const(`{g_src_name}:{itoa(e.line)}: assertion failed: `)
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let se = emit_bind("load ptr, ptr @__stderrp")
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emit(` call i32 (ptr, ptr, ...) @fprintf(ptr {se}, ptr @.fmt_panic, ptr {prefix}, ptr {m.code})\n`)
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emit(" call void @exit(i32 1)\n unreachable\n")
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emit(`{lok}:\n`)
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return val("0", "void")
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}
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# The EV2 reflection ABI (the world table), exposed to Ludic so a Ludic mod can
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# introspect the world by name — the same functions a foreign mod binds. Emitted
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# only for a modding program (ECS + events), so a plain game is unchanged.
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