refactor(cli)!: split the contributor tool out of the ludic CLI

`ludic help` ended with a section titled "contributing to the toolchain itself",
listing bootstrap, reseed, docs-gen and release tasks. None of that is available
to someone who installed the language — those tasks need the repository — so the
shipped tool was advertising work its user cannot do, in a namespace they have to
read past to find `new` and `run`.

The tasks move to a second program, dev.ludic -> bin/ludic-dev, built from a
checkout and excluded from every release artifact. `ludic` keeps the project and
package commands and nothing else; `ludic dev …` now explains where the tasks
went instead of failing as an unknown command.

What this shook out: the two programs share prelude/build/project/pkg, so the
helpers each had accreted in whichever file first needed them — cc(),
ensure_ludicc, the string functions, title_case, cmd_version — moved to where
both can see them. The argument-shift indirection added for the `dev` namespace
is gone with the namespace, so commands read argv directly again.

`ludic-dev test` asserts the split rather than trusting it: the staged install
must build a project, and `ludic dev build` there must fail while naming
ludic-dev. install.sh keeps building older tags, whose bootstrap goes through
main.ludic.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-05 23:15:12 +03:00
parent f369fbd227
commit e175619543
46 changed files with 630 additions and 558 deletions

View file

@ -1,56 +1,30 @@
# build.ludic — compiling: a user's program (ludic build / ludic run) and the
# toolchain's own binaries (ludic dev build).
# build.ludic — turning a .ludic file into an executable.
#
# compile_app is the one place a .ludic file becomes an executable, so a project
# build and the repo's own example builds cannot drift apart. Everything the
# toolchain owns — the compiler, the engine runtime it splices — is addressed
# through ludic_home(), so the same code path works from a checkout and from an
# installed ~/.ludic.
# compile_app is the one place that happens, shared by `ludic build` / `ludic
# run` and by the contributor tool, so a user's build and the repo's own example
# builds cannot drift apart. Everything the toolchain owns — the compiler, the
# engine runtime it splices — is addressed through ludic_home(), so the same code
# path works from a checkout and from an installed ~/.ludic.
# compile a Ludic source to a native binary in bin/ via ludicc + clang (-O2).
# Returns true on success. Used for x itself and the editor tools.
function build_tool(name: pointer, src: pointer) -> bool {
let ll = `build/{name}.ll`
if not shq(`bin/ludicc {src} --emit-llvm -o {ll} 2>/dev/null`) { print(`build failed: {name} (compile)`); return false }
# write to a temp then move, so a running bin/ludic can rebuild itself in place
if not shq(`{cc()} -O2 {ll} -o bin/{name}.tmp`) { print(`build failed: {name} (link)`); return false }
run(`mv -f bin/{name}.tmp bin/{name} && rm -f {ll}`)
return true
}
# ---- build-cli: the self-hosted front-end binaries ---------------------------
# Both ludicc and ludic are the SAME multi-call binary assembled from the IR seed
# with clang alone; invoked as `ludic` it compiles-and-runs, as `ludicc` it just
# compiles.
function cmd_dev_build_cli() -> int {
# ensure bin/ludicc exists and is current with the seed. Built from the checked-in
# IR seed with clang alone — no C compiler is ever involved.
function ensure_ludicc() -> void {
if not in_toolchain_repo() { return }
run("mkdir -p bin build")
print("cc: selfhost/ludicc.seed.ll -> bin/ludicc (from the IR seed, no C compiler)")
if not shq(`{cc()} selfhost/ludicc.seed.ll -o bin/ludicc`) { err("ludic: the seed did not assemble\n"); return 1 }
run("chmod +x bin/ludicc")
print("done. built bin/ludicc")
return 0
}
# ---- build: the whole toolchain (ludicc, ludic, ludic-fmt, ludic-lsp) -------
function cmd_dev_build() -> int {
if cmd_dev_build_cli() != 0 { return 1 }
print("ludicc: tools/ludic-cli/main.ludic -> bin/ludic (the CLI rebuilds itself)")
if not build_tool("ludic", "tools/ludic-cli/main.ludic") { return 1 }
print("ludicc: tools/ludic-tools/fmt.ludic -> bin/ludic-fmt")
if not build_tool("ludic-fmt", "tools/ludic-tools/fmt.ludic") { return 1 }
print("ludicc: tools/ludic-tools/lsp.ludic -> bin/ludic-lsp")
if not build_tool("ludic-lsp", "tools/ludic-tools/lsp.ludic") { return 1 }
sync_vscode_grammar()
print("done. toolchain in bin/ (ludicc, ludic, ludic-fmt, ludic-lsp)")
return 0
if (not is_exec("bin/ludicc")) or newer("selfhost/ludicc.seed.ll", "bin/ludicc") {
print("cc: selfhost/ludicc.seed.ll -> bin/ludicc (from the IR seed, no C compiler)")
if not shq(`{cc()} selfhost/ludicc.seed.ll -o bin/ludicc`) {
err("ludic: could not assemble the seed\n"); exit(1)
}
}
}
# ---- compiling one program to a native binary -------------------------------
#
# mode 1 = windowed (a game opens a real window), 2 = headless (the last frame is
# rendered to build/out.ppm from piped input — deterministic output for tests).
# Returns true on success. `ludic build`, `ludic run` and `ludic dev app` all go
# through here.
# Returns true on success. `ludic build`, `ludic run` and the contributor tool all
# go through here.
function compile_app(src: pointer, out: pointer, mode: int, save: bool) -> bool {
ensure_ludicc() # in a checkout: assemble the seed if bin/ludicc is missing or stale
let home = ludic_home()
@ -91,7 +65,7 @@ function dir_of_path(p: pointer) -> pointer {
# build/out.ppm), and any stray *.tmp/*.ll left behind by a failed build. A
# legacy out.ppm in the root (from an older toolchain) is swept too. Binaries in
# bin/ are kept so the running CLI survives; in the toolchain repo, rebuild them
# any time with `ludic dev build`.
# any time with `ludic-dev build`.
function cmd_clean() -> int {
run("rm -rf build")
run("rm -f out.ppm bin/*.tmp")