fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync
- ludic-fmt: `rows[i]`, `new []int`, `s[a..b]`, `emit(`, `~x`, list-literal
and query-tag braces stay tight; member calls hug their paren
(`Date.new(`, `Prefab.spawn(`); `<< >> & | ^ ~` are operators and
`&& ||` are not — mirrored in ludic_syntax.h, LudicLexer.kt and the
TextMate grammar. 149 of 274 tracked sources failed --check before.
- ludic-lsp: `initializationOptions.compilerDiagnostics` / `compilerPath`
are honoured — on save the document's compilation unit is compiled and
`file:line: error: msg` is published as a "ludicc" diagnostic (the
option had been documented but never implemented); the workspace scan
file is per process; bracket codes spelled as char literals
- Overlay added to LUDIC_PHASES, LudicTokens.kt, ludic-mode.el and the
grammar (the game uses it; check-vocabulary flagged the drift)
- editors: VS Code snippets/package.json/extension.js (`${workspaceFolder}`
and `~` expansion, PATH lookup, Apache-2.0, real repo URL), Neovim root
markers, Helix/Zed/Sublime bin/ paths, Emacs vocabulary, JetBrains
comments; tools/editors/README.md no longer describes C tooling
- .forgejo workflows clone `${{ github.server_url }}/${{ github.repository }}`
so a fork or mirror tests itself; the docs publish pushes the same way
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
parent
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commit
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26 changed files with 746 additions and 586 deletions
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@ -35,7 +35,7 @@ class LudicBraceMatcher : PairedBraceMatcher {
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private companion object {
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// Structural braces only: a record literal shares the token type, so
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// marking them all structural would make the "matched brace" gutter
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// noisy inside `spawn Hero { Pos = { x = 1 } }`.
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// noisy inside `spawn Hero { Pos { x: 1 } }`.
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val PAIRS = arrayOf(
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BracePair(LudicTokens.BRACE, LudicTokens.BRACE, true),
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BracePair(LudicTokens.BRACKET, LudicTokens.BRACKET, false),
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@ -7,7 +7,7 @@ import com.intellij.psi.tree.IElementType
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/**
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* A hand-written lexer matching tools/ludic-tools/ludic_syntax.h token for
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* token. Hand-written rather than generated because the grammar is small, the
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* rules are the ones the C lexer already implements, and keeping the two
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* rules are the ones the shared header already implements, and keeping the two
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* readable side by side is worth more here than a JFlex spec.
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*
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* It must never throw and never fail to advance: the IDE lexes half-typed text
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@ -142,7 +142,7 @@ class LudicLexer : LexerBase() {
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}
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private companion object {
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val TWO_CHAR_OPS = setOf("->", "+=", "-=", "*=", "/=", "==", "!=", "<=", ">=", "&&", "||", "..", "=>")
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const val SINGLE_CHAR_OPS = "+-*/%<>=:.!@;"
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val TWO_CHAR_OPS = setOf("->", "+=", "-=", "*=", "/=", "==", "!=", "<=", ">=", "<<", ">>", "..", "=>")
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const val SINGLE_CHAR_OPS = "+-*/%<>=:.!@;&|^~"
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}
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}
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@ -17,7 +17,7 @@ import java.io.File
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/**
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* Where to find the toolchain. Both paths may be left blank, in which case the
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* plugin looks under the project root for what tools/build-tools.sh produces —
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* plugin looks under the project root for what `bin/x tools` produces —
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* which is the case for anyone working in the Ludic repository itself.
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*/
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@Service(Service.Level.PROJECT)
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@ -110,7 +110,7 @@ class LudicConnectionProvider(private val project: Project) : ProcessStreamConne
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}
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append(" and on PATH.\n")
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}
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append("\nBuild it with ./tools/build-tools.sh from the repository root, ")
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append("\nBuild it with `bin/x tools` from the repository root, ")
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append("or set the path in Settings | Languages & Frameworks | Ludic. ")
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append("Syntax highlighting works without it; completion and diagnostics do not.")
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}
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@ -20,8 +20,8 @@ object LudicTokens {
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val IDENTIFIER = LudicTokenType("IDENTIFIER")
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val TYPE_NAME = LudicTokenType("TYPE_NAME") // Capitalised: component, archetype, scene
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val KEYWORD = LudicTokenType("KEYWORD")
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val DECL_KEYWORD = LudicTokenType("DECL_KEYWORD") // game, component, system, function, ...
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val CLAUSE = LudicTokenType("CLAUSE") // phase, query, reads, writes, ...
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val DECL_KEYWORD = LudicTokenType("DECL_KEYWORD") // program, property, model, handler, function, ...
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val CLAUSE = LudicTokenType("CLAUSE") // phase, query, on, layer, ...
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val PRIMITIVE = LudicTokenType("PRIMITIVE") // int, fixed, bool, entity, string, pointer, void
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val PHASE = LudicTokenType("PHASE") // Start, Update, Render, ...
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val BOOLEAN = LudicTokenType("BOOLEAN")
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@ -53,7 +53,7 @@ object LudicVocabulary {
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"and", "or", "not", "break", "continue", "new", "emit", "cancel", "try"
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)
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val PRIMITIVES = setOf("int", "long", "fixed", "countdown", "bool", "entity", "string", "pointer", "byte", "words", "fixeds", "pointers", "Vector", "IVec2", "Rect", "void")
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val PHASES = setOf("Start", "Input", "FixedUpdate", "Update", "LateUpdate", "Render")
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val PHASES = setOf("Start", "Input", "FixedUpdate", "Update", "LateUpdate", "Render", "Overlay")
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val WIDGETS = setOf("panel", "col", "row", "label", "button", "image", "spacer")
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val BUILTINS = setOf(
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@ -67,7 +67,7 @@
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name="Ludic"
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factoryClass="io.ludic.ide.LudicLanguageServerFactory">
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<description><![CDATA[
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The Ludic language server. Built by <code>tools/build-tools.sh</code>.
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The Ludic language server. Built by <code>bin/x tools</code>.
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]]></description>
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</server>
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<languageMapping language="Ludic" serverId="ludic"/>
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