Phase 2: enforce statement separators (Rule B)

The parser now requires a newline or ';' between statements (block() in
selfhost/parse.ludic); two statements may no longer sit adjacent with only
spaces. Also fixed if-without-else swallowing its trailing separator.

Migration: tools/ludic-tools/migrate_separators.c inserts ';' at statement
boundaries corpus-wide (examples, runtime, 25 self-host fragments, ~1100
boundaries). Verified semantically identical — the migrated compiler compiles
itself to IR byte-identical to the pre-migration seed, and every golden game
renders identically. Reseeded to the strict compiler; C-free fixpoint holds;
test.sh 14/14.

Docs: Rule B documented in LANGUAGE.md; BOOTSTRAP.md R1 + stale fences updated;
check-docs green across all docs. Fixed a multi-line string literal in
emit_expr.ludic (byte-identical \n escape) that the C toolchain lexer mis-lexes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 15:41:29 +03:00
parent 985f9ad8f2
commit eac8f8f335
35 changed files with 3861 additions and 3588 deletions

View file

@ -6,26 +6,26 @@ fn emit_params_sig(d: Node) -> void {
let i = 0
while i < len(d.kids) {
if i > 0 { emit(", ") }
emit(llty(d.kids[i].ty)) emit(" %arg_") emit(d.kids[i].s)
emit(llty(d.kids[i].ty)); emit(" %arg_"); emit(d.kids[i].s)
i = i + 1
}
}
fn emit_fn(d: Node) -> void {
ll_t = 0 ll_lbl = 0 g_term = false loc_reset() nloop = 0
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
ret_ty = d.ty
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
let rl = llty(ret_ty)
if not streq(rl, "void") { buf_puts(falloc, " %retval = alloca ") buf_puts(falloc, rl) buf_puts(falloc, "\n") }
if not streq(rl, "void") { buf_puts(falloc, " %retval = alloca "); buf_puts(falloc, rl); buf_puts(falloc, "\n") }
# params: store each incoming argument into a stack slot
let i = 0
while i < len(d.kids) {
let p = d.kids[i]
let slot = emit_alloca(llty(p.ty))
emit(" store ") emit(llty(p.ty)) emit(" %arg_") emit(p.s) emit(", ptr ") emit(slot) emit("\n")
emit(" store "); emit(llty(p.ty)); emit(" %arg_"); emit(p.s); emit(", ptr "); emit(slot); emit("\n")
loc_push(p.s, slot, p.ty)
i = i + 1
}
@ -33,16 +33,16 @@ fn emit_fn(d: Node) -> void {
if not g_term { emit(" br label %ret\n") }
emit("ret:\n")
if streq(rl, "void") { emit(" ret void\n") }
else { let r = emit_bind(sconcat("load ", sconcat(rl, ", ptr %retval"))) emit(" ret ") emit(rl) emit(" ") emit(r) emit("\n") }
else { let r = emit_bind(sconcat("load ", sconcat(rl, ", ptr %retval"))); emit(" ret "); emit(rl); emit(" "); emit(r); emit("\n") }
code = saved
emit("define ") emit(rl) emit(" @fn_") emit(d.s) emit("(") emit_params_sig(d) emit(") {\nentry:\n")
emit("define "); emit(rl); emit(" @fn_"); emit(d.s); emit("("); emit_params_sig(d); emit(") {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
fn emit_main(d: Node) -> void {
ll_t = 0 ll_lbl = 0 g_term = false loc_reset() nloop = 0
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
ret_ty = "int"
let fbody = buf_new()
falloc = buf_new()
@ -56,7 +56,7 @@ fn emit_main(d: Node) -> void {
if not g_term { emit(" br label %ret\n") }
emit("ret:\n")
let r = emit_bind("load i32, ptr %retval")
emit(" ret i32 ") emit(r) emit("\n")
emit(" ret i32 "); emit(r); emit("\n")
code = saved
emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n")
emit(buf_str(falloc))
@ -67,20 +67,20 @@ fn emit_main(d: Node) -> void {
fn emit_program() -> void {
head = buf_new()
code = buf_new()
loc_name = new []ptr loc_reg = new []ptr loc_ty = new []ptr
brk_lbl = new []ptr cnt_lbl = new []ptr
loc_name = new []ptr; loc_reg = new []ptr; loc_ty = new []ptr
brk_lbl = new []ptr; cnt_lbl = new []ptr
self_stk = new []ptr
mach_stk = new []Node
emit_header()
if has_ecs() { emit_ecs_storage() }
let i = 0
while i < len(prog) { if prog[i].kind == N_FN { emit_fn(prog[i]) } i = i + 1 }
if has_ecs() { emit_ecs_allocator() emit_snapshot() }
while i < len(prog) { if prog[i].kind == N_FN { emit_fn(prog[i]) }; i = i + 1 }
if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
if has_ui() { emit_ui_build() }
if has_systems() { emit_game_main() }
else {
i = 0
while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) } i = i + 1 }
while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
}
}