Commit graph

133 commits

Author SHA1 Message Date
4fb1dc0ddc Json.parse decodes an escaped string in one pass into one buffer - joined a character at a time, every shorter copy was kept, and a long escaped text took gigabytes (ui-preview: 6.5 GB in 3 s); protocol-v1.md states the @import path rule and the key a file override answers to
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:53:57 +03:00
49e32f9b47 chunked tables: a key is unique across its map and the slot's own, not interned - a slot keeps row i's key in its own buffer i, rewritten when the slot is refilled (interning ~92k map-unique keys as a player walks would fill the bounded intern table and keep them all); ludicc --check refuses a key written in two of a map's chunk files, naming both; reseeded
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:43:20 +03:00
9ff219d065 Merge commit '4376ddf' into lang/foundations 2026-09-29 21:13:56 +03:00
4376ddf0ec Json.parse decodes \uXXXX to UTF-8 - a surrogate pair joined, a lone surrogate or bad hex as U+FFFD - and \t \r \b \f, where it dropped the backslash and kept the hex as text; examples/lang/json_unicode checks it byte by byte
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:07:10 +03:00
7170c31304 runtime: lres.ludic, the .lres reader behind map-scoped tables
A flat pooled tree (parallel lists reused from file to file), the file's bytes in a
buffer that grows only for a bigger file, strings unescaped into a kept scratch and
interned, the path built in a kept buffer, the program's constants by name (a sorted
table the compiler writes), and an open-addressing key hash rebuilt in place. Nothing
allocates past its high water; only an error's message is made, when a file is wrong.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:03:56 +03:00
359de7bfe5 Http.text and Http.header return copies - they handed back the handle's own buffer (and on macOS the response's string), which Http.free released: a text read before the free and used after it was garbage or empty (maroon-lake's maps.json was written with 0 bytes)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:57:44 +03:00
f66b912cf4 Udp.open_local(port): a socket bound to 127.0.0.1 alone (udp.ll, udp_win.ll), for a port only this machine's tools reach - a dev link - where Udp.open binds every interface
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:15:30 +03:00
7444638030 inflate: its context in a caller-owned record, allocation-free per block; the state-backed calls kept
ZInflate (z_inflate_new) holds the bit reader, the RFC tables and every table and scratch list a block
builds, rebuilt in place: an inflate allocates nothing, and a worker thread inflates in a context of its
own (made on the program's thread). z_inflate_in / z_uncompress_in / z_gunzip_in take it; z_inflate /
z_uncompress / z_gunzip and every caller (image, atlas, tiled, render3d's png_decode) are unchanged and
work in RtInflateState's one context. The old per-call lit/dist tables were also leaked on an error
return; there are none now. Compiles: Maroon Lake headless, examples/library/tiled_p2 and tiled_p6.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:25:16 +03:00
84d754a4e9 a render3d program's window is opened by its renderer, not by the runtime before main
rt_init opened every windowed program's window before main, and render3d's gvk_open then only
retitled it. win_open makes the window when there is none (cocoa.ll and win32.ll alike), so for a
program that has gvk_open the runtime now leaves it (window_later(), an intrinsic: windowed and
render3d present): a process that never reaches the renderer - Maroon Lake's launcher watcher, which
only spawns the game and waits - never makes a window, an NSApplication or AppKit's heap.

Audited every window native reachable before the renderer opens (settings, telemetry, rescue, the
watcher reach App.* and Input.*): on macOS each that loads W_win / W_app / W_view / W_mtl / W_glctx
checks it for null; win_close, win_running, win_text, win_held, win_cursor_mode, win_gl_scale and the
pad and touch reads load none. On Windows each that loads W_hwnd / W_hdc checks it; the rest load none.

Measured, windowed, R3D_DEV=1 R3D_PLAYTEST=2, both killed after:
- the game straight to play: the window, the Vulkan swapchain (1920x1080) and the valley's models
  come up, alive at 30 s;
- the launcher (R3D_GAME=launcher): the watcher 11 MB -> 3.7 MB, its launcher window alive at 10 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:19:10 +03:00
3f685af868 Json.free_all is safe on a parsed tree a migration and a loader have edited; sv_str keeps a copy
A load freed only the parsed trip's nodes (Json.free) and kept every string the parser made, because
a loader might keep one; free_all freed every string and every key, so on a tree a migration had
added a literal to (`Value.put(v, "sver", Value.str("2"))`) it freed the literal and aborted.

- The parser marks the string values it makes (JP_OWNED, in the node's otherwise unused num) and
  interns object keys (a few names, never freed); free_all frees only marked strings, never keys,
  and a list's spares too. A setter that gives a marked node other text (value_set_str/_strs,
  value_into_str/_strs, value_become) frees the parser's text first. value_as_int / _as_float read a
  string as 0 as before.
- ludic.base sv_str returns intern(...): every package load that keeps a text read from a section
  (minimap labels, a Thing's look, photo tags and files, an effect's label, ...) holds its own copy.

Golden json_free_edited: parse, put a literal key and string in, set a string, keep an interned copy,
free_all - 1100 loads: the copy reads on and nothing grows (the toolchain before this aborts, 134).
Tests: ludic.save, base, settings, minimap, things, photo, effects; json_saves, value_list_regrow; the
36 ui examples.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:43:24 +03:00
338202c41b play 2's frame keeps and a dropped file: a var() join made at once, the hint rail emptied in place, save_read gives its text back
- ludic.ui cv_join (units_pieces.ludic:93): a var() value's pieces were joined by +, a text left
  behind per piece on every memo miss; it is written at its length at once (units_join.ludic), and
  the miss is its own declared function (cs_vars_miss), bounded by the memo.
- ludic.hints hn_slots (rail.ludic:41): hints_reset made a new rail every time; the rail is
  emptied in place, made again only for another count (rail_slots.ludic).
- value_spare_put (value.ludic:138): a list's spares grow only past the most it has ever cut off;
  declared as such.
- ludic.save: save_read reads, parses and frees the file's text - the tree's strings are the
  parser's own - and says whether the text was whole (SaveRead.intact) for the words of a refusal.
  Maroon Lake's trip and home reads kept the whole file on every load and every menu card read.

Tests: ludic.save (10), ludic.hints (8); the 36 ui examples; value_list_regrow, json_saves and
alloc_fence_declared unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:33:54 +03:00
15f1020fb6 Merge commit 'a299117' into lang/foundations 2026-09-29 12:22:42 +03:00
a299117858 frame keeps: a model's records filled in place, kept event numbers, list spares, Json.read_file
From the fence's kept frames in 22 minutes of play:

- A component field that is a record or a list of records was `value_put(o, k, view_val_T(x))`,
  a whole new tree every frame (HudPrompt's notifications). view_fill.ludic generates view_set_T /
  view_set_list_T / view_fill_T that fill the object and list under the key in place.
- value_list_fit dropped the items it cut off and value_item made new ones as the list grew back,
  a Value per item per regrowth (value_item / value_set_strs); the cut-off items are now the
  list's spares (Val.spare), and an item of another kind is turned rather than replaced.
- ludic.ui: a scroll box's "scroll" and a slider's "change" fired a fresh Value.float a frame
  (sc_walk, scroll.ludic:36); ui_fire_float takes one from a ring kept with the state (fired.ludic).
  ui_object_fit_into is exported, for a draw that keeps its list.
- Json.read_file(path): read, parsed, and the file's text given back - Json.parse(Fs.read_text())
  kept the whole file on every read (Maroon Lake's settings peeks).

Golden value_list_regrow: a list alternating 6 and 2 items every frame keeps nothing (the toolchain
before this fails it: +128 B new Val from value_item). Game compiles; ludic.i18n/settings/hints/
base tests pass (ludic.ui has none); arena and fence goldens unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:22:13 +03:00
b2a45c2fda audio: a volume per channel under the master (effects, wildlife, ambient, interface) - aud_channel_set / aud_emit_on, aud_ui on the interface channel, and Audio.music_volume for the ambience loop on the runtime's music channel
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:11:29 +03:00
a99f75f2a4 Merge branch 'lang/intern-store' into lang/foundations 2026-09-29 00:33:43 +03:00
47bb0e5d4d intern: texts copied into one store in the binary, not a malloc each; number texts interned too
Walk 9's fence named 256 frames of +16 B at gvk_tex_storage:244 and
m4_new:92, always under HudDay's and HudGuide's models. Neither site
makes 16 B: the blocks were intern's copies (lp_copystr), which never set
lp_site and so were charged to whatever allocated last. The HUD's clock
and the guide's distance are a new text every few seconds, and each first
one was a malloc kept for good.

lp_copystr now copies into @lp_istore, 4 MB in the binary (untouched pages
cost nothing), and falls back to the heap only past it; lp_free ignores a
pointer into the store, so a text freed after it was interned is no fault.
value_num_text - the text a screen shows for a number, dropped whenever
the number changed - is interned the same way and its string() given back.

Checked: a program interning 100000 texts gets every one back right, the
same text as the same pointer, a freed one harmless; the headless valley
compiles, with frame_allocs, frame_keeps and birth_leaks at 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:31:34 +03:00
765d800842 Xml parse gives back what no node keeps: a closing tag's name, and the text runs and joins an element's text leaves behind (a run a #text node shares is kept); ludic.ui frees an attribute's value once parsed (every reader copies what it keeps) and act_parse's reader
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:30:13 +03:00
7b20f305ff Xml.free gives back a parsed tree's records and lists (never its strings) and the parser's cursor is freed; ludic.ui frees a template's XML once built, sel_parse's and ex_parse's readers, lss_rule's declarations holder, and px_cmp no longer makes a list of its operators per call
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:11:40 +03:00
a5f6c02a09 runtime/audio (macOS): voices on one AVAudioEngine instead of an AVAudioPlayer per sound
AVFAudio keeps a 64-byte AudioQueueOwner for good on every AVAudioPlayer play
after the clip has finished - measured one a play, whatever is called around
it (prepareToPlay, pause, no rewind) and still there after the player is
released; a stop before the play made one every time. The windowed walk showed
it as AudioQueueOwner 73 -> 87 in a minute.

A sound is now decoded once into a PCM buffer and played by a voice of its own
on one shared engine: a player node (the buffer scheduled again on each play,
looping for -1), a varispeed (the rate) and a small mixer (volume and pan).
snd_playing compares the uptime clock with the end worked out when the clip was
played (asking the node where it is made two AVAudioTime objects a call), and
snd_play drains an autorelease pool of its own. The C interface is unchanged.

A harness driving snd_* directly (400 plays past the end, the playing flag
checked during and after each, a loop and a stop, the setters) holds the heap
flat to a block and gets the flag right 400 of 400; the windowed valley
compiles and links against it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 23:00:59 +03:00
34421b8015 runtime/input: the window's mouse, pad and touch buffers and the typed text made once
input_device_commit made words(6), words(IN_PADS * 6) and words(IN_TOUCH * 3)
every windowed frame and dropped them - the walk's exit scan found 7 MB of
them unreachable after ten minutes (headless never polls devices, so no
headless run saw it). They are made in in_init with the rest of the input
state and filled in place. input_text's UTF-8 buffer is the state's too,
sized for the most the window hands over (64 units, four bytes each): it
made one per keystroke.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:34:57 +03:00
f993c4a36a r3d/runtime: allocs, keeps and births at 0 on this side
render3d: shadow_fit, water_reflection_pass, layer_partition_lods and the
GPU cull's scratch are made with the state; v3_dist is scalar; the pushes
into lists sized at start-up, the caps probe, the table growth, the loads
and the constructors declared with their bounds (one statement a line);
the renderer's name made once with the device; the two error messages
given back; the dead lupine models removed.

runtime: a component's text is held interned in its value cell (one copy
per distinct text), so the getter's own text goes with its frame instead
of being kept by ludic.ui's model - 80 of the 83 keeps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:10:59 +03:00
df6ea046c3 render3d: VkAllocationCallbacks counted (R3D_ALLOC_VK), pipeline create infos freed, actor pool at init
Plan 25.1c: vk_mac.ll's @lvk_ac (posix_memalign under a 16-byte header of scope/offset/size, atomic
counters) passed at every render3d create/destroy (49 sites; the caps probe keeps its own null pair);
lvk_ac_bytes/_peak/_allocs/_scope_bytes for the fence, Vk.alloc_bytes. vk_win.ll: null and 0.
MoltenVK 1.4.2 counted 0 live bytes through them in steady. Fence findings: gvk_pipeline freed its 17
create infos (and reuses one bufs list); actor_init fills ac_spare with 512 records (actor_fresh,
m4_new, v3_new at first placement in play). Compiled, not run (the user's call).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:46:19 +03:00
4499cedcb8 runtime: Json.write_file, and Json.encode through a kept buffer
The encoder appends into RtJsonState's buffer (grown only past the biggest document yet): ints and
Q16.16 fixeds written as digits in place, floats through string() and freed. Json.encode copies the
answer out once; Json.write_file hands the buffer to Fs.write_text (.tmp + rename) and keeps nothing.
json_saves.ludic: exact text, the file equals encode, parse round-trips, 1000 saves grow 0; clean
under MallocScribble. json_quote (the + builder) is gone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:32:36 +03:00
254097657e runtime: Log, DateTime.format, Input.text, Path, Mime, Fs, Os and Text keep nothing per call
Found by reading every builtin (Os.platform's 8 KB per call started it). Log builds its line only at
or above the threshold and frees it; DateTime.format folds through + so its pieces go; Input.text
encodes into one buffer; Path/Mime/Fs/Os free their temporaries on every path; string results of
Text/Path/Mime/DateTime/Os dirs are fresh and Text frees a fresh argument. Reseeded.
runtime_temps.ludic: 19.8 MB -> 0 over 20,000 rounds, 64 KB -> 0 over 200 of file work; clean under
MallocScribble. string_temps still 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:55:49 +03:00
2fe4018d28 Merge branch 'r3d/zero-leak' into lang/uifree 2026-09-28 11:40:43 +03:00
a465984c52 fix(render3d, runtime): a glTF document is freed whole, layouts found by number, block records reused
- Json.free_all (value_free_all): a parsed tree's nodes, lists and strings. render3d frees each
  glTF document that way at the next load; the names kept out of it are copies (a primitive's
  material, a skin's joints, an animation clip's name in ludic.anim) - a model's strings were
  ~640 KB left behind per load
- jp_number made a digits list per decimal in a document and never freed it
- gvk_layout_id matches a mesh's layout as numbers in a scratch made once, against the layouts
  known end to end; a new mesh no longer builds a key string
- gvk_mem_new puts a new block into the record of one given back rather than appending, so a
  buffer made again every few frames no longer grows the block lists

steady.ludic adds a glTF parsed and freed whole 200 times: 0 bytes (38,400 before the digits fix),
beside the buffer path and the frame, still 0. A model loaded and let go still keeps ~2 KB a round
(texture and buffer handles are not reused yet); it is bounded at 8 KB a round.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:36:42 +03:00
0ec39f8e4e Merge branch 'r3d/zero-leak' into lang/uifree 2026-09-28 11:21:22 +03:00
866037a0d7 fix(render3d): nothing allocated in the steady state - the Vulkan allocator reuses its records
gvk_mem_new made a one-slot []pointer per allocation, and turned the requirement's size and
alignment into strings to read them as ints; gvk_list_drop_last rebuilt the spare-record list to
drop its last entry; gvk_mem_id did the string round trip on every free. One slot is kept
(gvk_map_slot), int() truncates a long, the spare list pops. Every Text.to_int(string(x)) in
render3d is int(x) now.

Vk.heap_bytes() (vk_mac.ll: malloc_zone_statistics' size_in_use; 0 on Windows) and
examples/rendering/steady.ludic, in the suite: a buffer released and made again 5000 times and
600 whole frames gain 0 bytes each - the allocator before this, 1,120,000 over the 5000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:14:56 +03:00
50f255eea4 ludic.ui, runtime: the last per-frame allocations in the interface - the top popover found without a list, the popover draw list and the clip stack kept, a select's options in a list the node keeps (and matched to its value without writing the index), a number's text kept on its Value until it changes (value_num_set / Value.num_text), a key's label kept per key code until the layout changes it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:11:48 +03:00
4d8526ad7e ludic.ui, runtime, compiler: a component call's answer is written into a pooled record while the screen is built (call(p, name, args, into); value_into_*), a component root's passes pooled, an icon's atlas and name read in place; reseeded
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 01:51:56 +03:00
6c663cc87b Merge branch 'r3d/moltenvk' into lang/foundations 2026-09-28 01:17:39 +03:00
9425bdc4e5 feat(render3d): 22.10 - ludic.render3d carries MoltenVK, so a Mac program has its Vulkan driver
native/build.sh builds MoltenVK v1.4.2 from its pinned, checksummed tag (its dependencies at the
commits its ExternalRevisions pins), thinned to arm64, id @rpath/libMoltenVK.dylib, signed ad hoc;
its licence goes in native/LICENSE-MoltenVK. Every render3d program links it through its rpath -
the package's lib/ while developing, Contents/Frameworks in a bundle, where ludic bundle puts and
signs it - and vk_mac.ll also looks for @rpath/libMoltenVK.dylib (after an SDK loader, so the
validation layer still stacks in development). The suite's SDK stand-in (vk_env) is gone: the
render checks draw on the MoltenVK the package carries. gpu_is_gl() removed; nothing calls it.

ludic-dev test 306/306 with no Vulkan SDK in the environment.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 01:16:26 +03:00
fa119d234b ludic.ui, runtime, compiler: an expression's Value comes from the screen's pool while it is built (never a state's start or an action's), true and false shared, calc() terms pooled and read in place, a model's list fields filled in place (value_set_ints/strs/floats/bools); reseeded
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 01:05:35 +03:00
429eeb7754 ludic.ui, compiler: a component's model is filled in place into an object its instance keeps (value_set_*); colours, border-images and a class screen's stub made once; object-fit into a kept list - benchmark 20 -> 10 KB a frame
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 00:17:47 +03:00
51a5e06f5c ludic.ui: props kept an instance, a call's arguments a depth, a loop's index shared, an absent attribute's text without a Value; runtime Value.clear - benchmark 36 -> 20 KB a frame
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:46:18 +03:00
46888b6716 runtime, ludic.ui: a scalar Value is one allocation, not three (lists only for a list or an object); layout and cascade lists kept a depth; small numbers' text made once - benchmark 63 -> 36 KB a frame
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:43:25 +03:00
80764f85c1 fix(render3d): the Vulkan renderer stops leaking as it loads and draws
- every texture upload malloc'd a CPU copy of its pixels and never freed it (236 MB over the
  valley's boot, and again for every model loaded later): the pixels are converted straight
  into the mapped staging buffer
- the per-level and per-layer views gvk_view_of made outlived their texture, and on MoltenVK a
  view keeps its Metal texture alive: a released texture takes its views with it, and the cache
  is keyed by numbers instead of a string built on every call
- the Vulkan structs filled for a draw, pass, barrier, descriptor set, buffer, allocation or
  upload (about sixty call sites) come from a reused 1 MB scratch ring (gvk_tmp)
- the descriptor-set cache and the retired buffers are emptied in place, not replaced; the grass
  cull's dispatch arguments are made once
- macOS drains an autorelease pool each frame (Vk.frame_pool, lvk_frame_pool in vk_mac.ll)
- R3D_VK_PROF reports Vulkan objects made and destroyed by kind, and every cache's length
- examples/rendering/smooth presents through render3d, so it runs on Vulkan too

The full valley on headless Vulkan loads to 2.18 GB and holds (it passed 8 GB while loading
before). ludic-dev test 305/305, selfhost-test 33/33.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:03:38 +03:00
9539f7bcec perf(json): 23.2 - a parsed tree can be let go (Value.free / Json.free: its nodes and lists, not its strings), a string is parsed in one allocation instead of one per character, the parser's cursor is freed, and gltf_load frees the last file's tree and the text it parsed
300 parses of a 446 KB glTF: 2118 MB before, 528 MB with the one-allocation string, 94 MB freed.
A headless Maroon Lake at play: 2334 -> 2195 MB by footprint.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:17:27 +03:00
38d4ea72b1 feat(render3d): Vulkan in a macOS window through MoltenVK; window built-ins take a slice's elements; the NEAR_FADE SPIR-V
- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked
  with Vk.*; the drawable measured after the layer sets the backing scale
- vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib
- a covered window is not presented to (win_visible); one frame in flight on macOS
  (R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done
- win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf):
  every windowed program died on its first input poll
- variants.list and SPIR-V for the three NEAR_FADE foliage programs

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:52:45 +03:00
02448e176c wip(0.S3): the runtime migrated - ludic migrate state --runtime <every program>: 331 vars into 25 states (RtInputState, RtGlState, ...), 2 lets; its states are made before it boots; no module-level var is let through outside --globals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:02:12 +03:00
7b17b4a1b9 wip(0.S3): outside the runtime, its drawable size, scale, screen and tile size are read and set through its functions; a migration reports such a reference instead of threading the runtime's state
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:47:21 +03:00
f5e7fe4245 fix(runtime): Random.* in any program; value_* called directly brings the value tree
The seeded random numbers lived in the ECS runtime, so a tool or a
program of test blocks got "unknown function rng_range". They are
runtime/native/rng.ludic now, spliced on Random.* or a bare rng_*/seed
call nobody defines, and imported by core.ludic for a game. A bare
value_*/json_* call nothing in the program defines splices the value
tree the way Value.* does. Reseed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:59:48 +03:00
1dad96102a feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs
A game no longer writes a host:
- The runtime reads Input itself: focus and keyboard navigation (Tab, arrows, Enter/Space,
  autofocus), the pointer (hover, :active, click on release, drag), and scroll boxes with the
  wheel, a draggable scrollbar, clipping and scroll-into-view.
- HTML's controls are built in (button, checkbox, radio, range, select, text, key capture), made
  of plain parts a stylesheet styles, each reporting with on-change and event.value.
- ludic.ui/render3d.ludic draws with render3d's overlay: textures, named atlases (icon:NAME),
  nine-slice border-image, rounded rects and rings, clipping, and a scale.
- Hooks for the program's language, sounds and clock (ui_translator, ui_sounds, ui_clock).
- ui_dev: hot reload, errors on screen, LUDIC_UI_DUMP.
- CSS:
  - colours as #rgb / #rrggbbaa / rgb() / rgba() / names;
  - border-radius and outline (following the radius), box-shadow, background-image and a tinted
    border-image;
  - group opacity, @keyframes / animation, transition;
  - :focus, :focus-visible and :focus-within.
- HTML mixed content, and boolean attributes.
- render3d gains tex_width / tex_height, and the XML reader keeps text runs in order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 17:26:09 +03:00
637d07400e feat(ui): ludic.ui grows toward HTML, CSS and React (Phase 0.U1-U4)
- Natives: ui_native(tag, measure, draw) makes an element the program draws itself; ui_fire
  runs its on-<event> with event.value. input, select and textarea have simple defaults.
- React:
  - keyed <each>, <let>, <provide> context through components, <fragment>;
  - named slots, default props on <component>;
  - on-mount / on-unmount;
  - inline text inside text elements.
- CSS:
  - custom properties and var();
  - position relative/absolute/fixed with insets and z-index;
  - em/rem/vw/vh and @media;
  - wrapping text and ellipsis, overflow;
  - + and ~ combinators, :nth-child(an+b), :checked, :active.
- Developing: errors with file:line, ui_errors(), ui_reload() keeping state, and an
  inspector-style ui_dump.
- view fields infer the type of a literal or a named function's result.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 16:17:25 +03:00
66a2bc2214 feat(lang): L11 views and templates - the UI is markup, not code
A `view Name { field = x; function q(..); on e(..) }` declaration is the one bridge between a
program and its UI: it writes view_<name>() -> UiView, whose model is a Value of every field and
whose call runs a query or an event by name.

ludic.ui is a template runtime:
- HTML-shaped XML screens and components, loaded at run time;
- {expression} bindings, if/else/each, props, slots, per-instance state;
- on-press / onclick actions (event, set, emit);
- component libraries (export="true", <import src as>).

Styling:
- stylesheets in <style> or importable .lss files (@import);
- CSS selectors (#id, .class, [attr=v], descendant and > combinators, :hover, :disabled,
  :first-child, :last-child, :nth-child, :not) weighed by specificity;
- the box model and flex under CSS's property names.

Also:
- default parameters, and positional-then-named calls;
- Value gains a float kind;
- a function shadowing a runtime one is refused;
- an index is evaluated before the slice is read;
- runtime errors name the right file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 15:58:47 +03:00
b0b0b62bce feat(lang): L7 memory is safe unless it says unsafe
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.

What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 12:53:27 +03:00
9259808f80 feat(lang): L6 namespaces declared in Ludic - alias
`alias meth(labels) = target` in a namespace block makes Ns.meth a call to
target with those labels (the target's own parameter names without a list). The
engine's 41 table-driven namespaces - 438 methods: Http, Udp, Process, Json,
Value, Screen, Input, Audio, World, Tiled, ... - leave emit_ns_call for
runtime/native/namespaces.ludic, spliced into every program; 532 lines of
compiler go and the seed shrinks by 23k lines of IR. The game's IR is byte
identical. The checker checks an alias call's arguments against its target.
Still built in: the inline namespaces (Math, Text, List, Vector, Color, Time,
Date, ...) and the methods that pick a target by argument type.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 02:40:57 +03:00
57b66bdf47 feat(lang): L4 type checker between parse and emit
selfhost/check/ walks every function, the entry, tests, globals' initializers and
@On listeners with real scopes, and refuses mixed number kinds, text and numbers,
two record types, mismatched slices and fn types, wrong argument counts, wrong
returns and wrong push elements - every mix-up at once, each at its line.
LUDIC_CHECK_REPORT=1 lists them by category. pointer stays untyped (L7's).

What it found is fixed: render3d's HDR scan calling the float-bits extern f_lt
with floats; ludic.shooter's right-stick aim overflowing past half a push;
prof.ludic storing longs in []int; extern arguments now coerced to their
parameters. Text-returning runtime functions say string; Assets.ready says bool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 01:34:49 +03:00
e6f565a6c4 carry: the runtime and render3d work Maroon Lake builds against
Input.text, App.monitor_count / window_to_monitor / window_fixed,
gl_sleep_us, and the grass and collide changes, uncommitted on main and
depended on by the game; carried here so the language work starts from
what the game actually uses. main's working tree is untouched.
2026-09-23 15:55:02 +03:00
f7f47152bd fix(runtime): the wheel on macOS did nothing, or everything
scrollingDeltaY is a double and the Cocoa event pump truncated it to an int per EVENT
before accumulating. A trackpad or a Magic Mouse sends a stream of fractions of a line,
every one of which truncated to zero, so the wheel was dead; a notched mouse sends three
to ten lines at once, so it jumped. The fraction is accumulated now, a precise delta is
scaled from points to notches, and the remainder carries to the next frame.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 01:24:37 +03:00