# emit_ecs.ludic — ECS storage and the entity allocator. For each component: # a %Cmp_ layout, a dense @S_ store, and an @H_ "has this component" array. # Entities are integer handles; L_alloc reuses freed slots. Mirrors the ECS # parts of compiler/back/ir_decl.c. const MAX_ENT: int = 1024 # the stores' first size, doubled as entities come: one slot per property type is made for every # program at start, so 1024 of them made ~1,500 stores 48 MB in a process that spawns nothing const ECS_FIRST: int = 8 function has_systems() -> bool { var i = 0 while i < len(prog) { if prog[i].kind == N_SYS { return true }; i += 1 } # a game with no hand-written handler but a well-known engine component still # runs a frame loop — the engine owns the system that ticks that component # (#43/#47). Treat it as a systems game so the loop / tick helpers are emitted. if uses_engine_systems() { return true } return false } function has_models() -> bool { var i = 0 while i < len(prog) { if prog[i].kind == N_ARCH { return true }; i += 1 } return false } # does the program declare a well-known engine component? Each one is auto-ticked # by an engine-owned system (systems.ludic, wired in emit_engine_systems_for_ # phase). Answering this drives the systems.ludic splice (parse.ludic) and the # reflection-ABI force-emit (emit_decl) — a game with none is byte-for-byte the # same as before the feature existed. Keep this list in sync with the phase table # in emit_engine_systems_for_phase. function uses_engine_systems() -> bool { # #62: any registered engine-system component present (core seeds SpriteAnim / # Motion / Light2D; packages append via @EngineSystem), or an Occluder (which # feeds the Light2D pass without an esys of its own). var i = 0 while i < len(g_esys_comp) { if find_comp(g_esys_comp[i]) != null { return true }; i += 1 } if find_comp("Occluder") != null { return true } return false } # N5: does the program have an `entry` block? A game with both handlers and an # `entry` drives its own loop (calling tick_fixed/tick_render), instead of the # compiler's auto frame loop. A game with handlers and no entry uses the auto-loop. function has_entry() -> bool { var i = 0 while i < len(prog) { if prog[i].kind == N_MAIN { return true }; i += 1 } return false } # Does this program run the ECS? A property alone no longer answers that — the # same `property` keyword also declares plain `new`-allocated records (the merged # `struct`). A program uses the ECS when it has a handler or a model; a tool that # only declares record types and functions does not, and gets no entity storage, # allocator, snapshot or runtime splice. function has_ecs() -> bool { return has_systems() or has_models() } function emit_ecs_storage() -> void { emith("@L_running = internal global i32 1\n") emith("@L_key = internal global i32 0\n") emith("@L_frame = internal global i32 0\n") if len(g_scenes) > 0 { emith("@L_scene = internal global i32 0\n") } # active base scene id emith("@L_entc = internal global i32 0\n") let me = itoa(MAX_ENT) # the per-entity stores are heap blocks L_grow makes and doubles: @L_cap slots each, from MAX_ENT emith("@L_cap = internal global i32 0\n") emith("@L_snapcap = internal global i32 0\n") # a snapshot's slot count, read before its stores emith("@L_alive = internal global ptr null\n") emith("@L_kind = internal global ptr null\n") emith("@L_freelist = internal global ptr null\n") emith("@L_freen = internal global i32 0\n") # NETWORKING role registers (N3/N5): a runtime sets these; offline they hold the # single-player default — @L_role=1 (this peer is the authority), local id 0. # Emitted only when a networking feature is used, so non-networked builds are # byte-identical (§8). @L_owner_arr is the per-entity network owner (N3, @Owned). if net_any() { emith("@L_role = internal global i32 1\n") # 1 = server/authority (offline default) emith("@L_localid = internal global i32 0\n") # this peer's id } if net_has_owned() { emith("@L_owner_arr = internal global ptr null\n") } var i = 0 while i < len(prog) { let c = prog[i] # per-entity storage for a property (its %Cmp_ layout is emitted in the # header). Every property in an ECS program is a component today; a property # used only via `new` would not need these, but no such program mixes the two. if c.kind == N_COMP { emith(`@S_{c.s} = internal global ptr null\n`) emith(`@H_{c.s} = internal global ptr null\n`) } # one enabled-flag global per model and per handler (default enabled) if c.kind == N_ARCH { emith(`@ME_{c.s} = internal global i32 1\n`) } if c.kind == N_SYS { emith(`@HE_{c.s} = internal global i32 1\n`) } i += 1 } # one enabled-flag global per toggled layer (default shown) var li = 0 while li < len(g_toggled_layers) { emith(`@LE_{g_toggled_layers[li]} = internal global i32 1\n`); li += 1 } } # L_reset(e): clear every has-flag and the archetype kind for entity e function emit_ecs_allocator() -> void { let me = itoa(MAX_ENT) emit_ecs_grow() emit("define void @L_reset(i32 %e) {\nentry:\n") var i = 0 while i < len(prog) { if prog[i].kind == N_COMP { let hn = `%h{itoa(i)}` let eb1 = ecs_base(`H_{prog[i].s}`) emit(" "); emit(hn); emit(" = getelementptr inbounds i8, ptr "); emit(eb1); emit(", i32 %e\n") emit(" store i8 0, ptr "); emit(hn); emit("\n") } i += 1 } let eb2 = ecs_base("L_kind") emit(" %k = getelementptr inbounds i32, ptr "); emit(eb2); emit(", i32 %e\n") emit(" store i32 0, ptr %k\n") # N3: reset an @Owned entity's network owner to -1 (unowned) on alloc/free if net_has_owned() { let eb3 = ecs_base("L_owner_arr") emit(" %ow = getelementptr inbounds i32, ptr "); emit(eb3); emit(", i32 %e\n") emit(" store i32 -1, ptr %ow\n") } emit(" ret void\n}\n\n") emit("define i32 @L_alloc() {\nentry:\n") emit(" %fn = load i32, ptr @L_freen\n") emit(" %has = icmp sgt i32 %fn, 0\n") emit(" br i1 %has, label %reuse, label %fresh\n") emit("reuse:\n") emit(" %fn1 = sub i32 %fn, 1\n") emit(" store i32 %fn1, ptr @L_freen\n") let eb4 = ecs_base("L_freelist") emit(" %fp = getelementptr inbounds i32, ptr "); emit(eb4); emit(", i32 %fn1\n") emit(" %re = load i32, ptr %fp\n") emit(" br label %done\n") emit("fresh:\n") emit(" %ec = load i32, ptr @L_entc\n") emit(" %ec1 = add i32 %ec, 1\n") emit(" call void @L_grow(i32 %ec1)\n") # a slot past the stores doubles them first emit(" store i32 %ec1, ptr @L_entc\n") emit(" br label %done\n") emit("done:\n") emit(" %e = phi i32 [ %re, %reuse ], [ %ec, %fresh ]\n") emit(" call void @L_reset(i32 %e)\n") let eb5 = ecs_base("L_alive") emit(" %ap = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 %e\n") emit(" store i32 1, ptr %ap\n") emit(" ret i32 %e\n}\n\n") emit("define void @L_free_entity(i32 %e) {\nentry:\n") let eb6 = ecs_base("L_alive") emit(" %ap = getelementptr inbounds i32, ptr "); emit(eb6); emit(", i32 %e\n") emit(" store i32 0, ptr %ap\n") emit(" call void @L_reset(i32 %e)\n") emit(" %fn = load i32, ptr @L_freen\n") let eb7 = ecs_base("L_freelist") emit(" %fp = getelementptr inbounds i32, ptr "); emit(eb7); emit(", i32 %fn\n") emit(" store i32 %e, ptr %fp\n") emit(" %fn1 = add i32 %fn, 1\n") emit(" store i32 %fn1, ptr @L_freen\n") emit(" ret void\n}\n\n") } # the base of a per-entity store, loaded where it is indexed (a store moves when L_grow doubles it) function ecs_base(store: pointer) -> pointer { let r = `%ecsb{itoa(ll_t)}` # its own prefix: raw functions name blocks t0, t1, ... ll_t += 1 emit(` {r} = load ptr, ptr @{store}\n`) return r } # L_grow(need): every per-entity store holds at least `need` slots - doubled from MAX_ENT as the # entities outgrow them, the new slots zero, the mods' registered stores with them. Nothing is # ever moved back down: an entity's slot is its handle for its whole life. function emit_ecs_grow() -> void { emit("define void @L_grow(i32 %need) {\nentry:\n %cap = load i32, ptr @L_cap\n") emit(" %ok = icmp sle i32 %need, %cap\n br i1 %ok, label %done, label %grow\ngrow:\n") emit(` %c0 = icmp eq i32 %cap, 0\n %start = select i1 %c0, i32 {itoa(ECS_FIRST)}, i32 %cap\n br label %dbl\n`) emit("dbl:\n %nc = phi i32 [ %start, %grow ], [ %nc2, %dbl2 ]\n %enough = icmp sge i32 %nc, %need\n") emit(" br i1 %enough, label %apply, label %dbl2\ndbl2:\n %nc2 = mul i32 %nc, 2\n br label %dbl\n") emit("apply:\n %cap64 = sext i32 %cap to i64\n %nc64 = sext i32 %nc to i64\n") emit_grow_store("L_alive", "4", 0) emit_grow_store("L_kind", "4", 1) emit_grow_store("L_freelist", "4", 2) if net_has_owned() { emit_grow_store("L_owner_arr", "4", 3) } var k = 4 var i = 0 while i < len(prog) { if prog[i].kind == N_COMP { let sz = `%gs{itoa(k)}` emit(` {sz} = ptrtoint ptr getelementptr (%Cmp_{prog[i].s}, ptr null, i32 1) to i64\n`) emit_grow_store(`S_{prog[i].s}`, sz, k) emit_grow_store(`H_{prog[i].s}`, "1", k + 1) k += 2 } i += 1 } emit_grow_dyn() emit("fin:\n store i32 %nc, ptr @L_cap\n br label %done\ndone:\n ret void\n}\n\n") } # one store to nc slots of `esz` bytes: reallocated (8 bytes spare, so a field-less tag is never # a zero-byte block), its new tail zeroed function emit_grow_store(store: pointer, esz: pointer, k: int) -> void { let n = itoa(k) emit(` %gp{n} = load ptr, ptr @{store}\n %gb{n} = mul i64 %nc64, {esz}\n %gr{n} = add i64 %gb{n}, 8\n`) emit_site("ecs store grow") emit(` %gn{n} = call ptr @lp_realloc(ptr %gp{n}, i64 %gr{n})\n store i32 0, ptr @lp_site\n %go{n} = mul i64 %cap64, {esz}\n`) emit(` %gt{n} = getelementptr i8, ptr %gn{n}, i64 %go{n}\n %gz{n} = sub i64 %gr{n}, %go{n}\n`) emit(` %gm{n} = call ptr @memset(ptr %gt{n}, i32 0, i64 %gz{n})\n store ptr %gn{n}, ptr @{store}\n`) } # the stores a mod registered at run time (ludic_register_prop), grown the same way function emit_grow_dyn() -> void { emit(" br label %dynh\ndynh:\n %di = phi i32 [ 0, %apply ], [ %di1, %dynb ]\n %dcn = load i32, ptr @dyn_count\n") emit(" %dmore = icmp slt i32 %di, %dcn\n br i1 %dmore, label %dynb, label %fin\ndynb:\n") emit(" %dfp = getelementptr inbounds [32 x i32], ptr @dynF, i32 0, i32 %di\n %dnf = load i32, ptr %dfp\n") emit(" %dnf4 = mul i32 %dnf, 4\n %desz = sext i32 %dnf4 to i64\n") emit_grow_slot("dynS", "%desz", "s") emit_grow_slot("dynH", "1", "h") emit(" %di1 = add i32 %di, 1\n br label %dynh\n") } function emit_grow_slot(table: pointer, esz: pointer, t: pointer) -> void { emit(` %d{t}p = getelementptr inbounds [32 x ptr], ptr @{table}, i32 0, i32 %di\n %d{t}o = load ptr, ptr %d{t}p\n`) emit_site("ecs mod store grow") emit(` %d{t}b = mul i64 %nc64, {esz}\n %d{t}r = add i64 %d{t}b, 8\n %d{t}n = call ptr @lp_realloc(ptr %d{t}o, i64 %d{t}r)\n store i32 0, ptr @lp_site\n`) emit(` %d{t}f = mul i64 %cap64, {esz}\n %d{t}t = getelementptr i8, ptr %d{t}n, i64 %d{t}f\n %d{t}z = sub i64 %d{t}r, %d{t}f\n`) emit(` %d{t}m = call ptr @memset(ptr %d{t}t, i32 0, i64 %d{t}z)\n store ptr %d{t}n, ptr %d{t}p\n`) }