# emit_spawn.ludic — spawn / despawn / self(), and seeding a component's fields # from its declared defaults plus any per-spawn overrides. # run a hook body with `self()` bound to entity `e` (a constructor knows its entity) function emit_hook_with_self(e: pointer, body: Node) -> void { let sslot = emit_alloca("i32") emit(" store i32 "); emit(e); emit(", ptr "); emit(sslot); emit("\n") if nself < len(self_stk) { self_stk[nself] = sslot } else { push(self_stk, sslot) } nself += 1 emit_block(body) nself -= 1 } function emit_init_component(e: pointer, comp: pointer, rec: Node) -> void { let me = itoa(MAX_ENT) let c = find_comp(comp) if (c == null) { perr(`spawn: unknown property {comp}`) } let eb1 = ecs_base(`H_{comp}`) let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb1); emit(", i32 "); emit(e); emit("\n") emit(" store i8 1, ptr "); emit(hp); emit("\n") let slot = nreg() let eb2 = ecs_base(`S_{comp}`) emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(eb2); emit(", i32 "); emit(e); emit("\n") # defaults var f = 0 while f < len(c.kids) { let fd = c.kids[f] let addr = nreg() emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n") let lt = llty(fd.ty) var v = zero_of(lt) if (fd.a != null) { let dv = emit_expr(fd.a); v = coerce_code(dv, fd.ty) } emit(" store "); emit(lt); emit(" "); emit(v); emit(", ptr "); emit(addr); emit("\n") f += 1 } # per-spawn overrides if (rec != null) { var j = 0 while j < len(rec.kids) { let fi = rec.kids[j] let fidx = field_index(c, fi.s) if fidx >= 0 { let addr = nreg() emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(fidx)); emit("\n") let dv = emit_expr(fi.a) let fty = field_type(c, fi.s) let dcode = coerce_code(dv, fty) emit(" store "); emit(llty(fty)); emit(" "); emit(dcode); emit(", ptr "); emit(addr); emit("\n") } j += 1 } } # @OnAttach(Property) runs once the property is attached and seeded let ab = onattach_body(comp) if (ab != null) { let save = nloc let vslot = emit_alloca("ptr") emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n") loc_push(comp, vslot, comp) emit_hook_with_self(e, ab) nloc = save } # EV1: a @Public attach hook fires prop_

_attach with the entity let aev = `prop_{comp}_attach` if (find_event(aev) != null) { emit(" call void @ev_"); emit(aev); emit("(i32 "); emit(e); emit(")\n") } } # bind each of a model's properties to entity `e`'s component storage, so an # @OnSpawn hook body can address them by name (like a query binding for one entity). function emit_bind_props(model: Node, e: pointer) -> void { let me = itoa(MAX_ENT) var c = 0 while c < len(model.kids) { let pname = model.kids[c].s let slot = nreg() let eb3 = ecs_base(`S_{pname}`) emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(pname); emit(", ptr "); emit(eb3); emit(", i32 "); emit(e); emit("\n") let vslot = emit_alloca("ptr") emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n") loc_push(pname, vslot, pname) c += 1 } } # the record for component `cn` in a spawn or prefab node (null when absent) function spawn_record(n: Node, cn: pointer) -> Node { if (n == null) { return null } var i = 0 while i < len(n.kids) { if (n.kids[i].s == cn) { return n.kids[i].a }; i += 1 } return null } # a prefab's preset fields with the spawn's own overrides after them (later wins) function merge_records(base: Node, over: Node) -> Node { if (base == null) { return over } if (over == null) { return base } let m = node(E_REC) var i = 0 while i < len(base.kids) { push(m.kids, base.kids[i]); i += 1 } i = 0 while i < len(over.kids) { push(m.kids, over.kids[i]); i += 1 } return m } # the model behind a spawn name: a model itself, or the model at the end of a # prefab chain (`prefab Grunt: Foe`, `prefab Foe: Creature` -> Creature) function spawn_model(name: pointer) -> pointer { var n = name var depth = 0 while true { let p = find_prefab(n) if (p == null) { return n } n = p.ty depth += 1 if depth > 16 { perr(`prefab {name}: the chain of prefabs never reaches a model`) } } return n } # the preset record for component `cn` along a prefab chain, base prefabs first function prefab_record(name: pointer, cn: pointer) -> Node { let p = find_prefab(name) if (p == null) { return null } return merge_records(prefab_record(p.ty, cn), spawn_record(p, cn)) } # The threads rule's debug guard: a Job.parallel_for worker computes on what it was handed and # never changes the world, so spawn and despawn stop the program when a pool thread reaches them. # Emitted only into programs that use Job/Promise/Sync, which are the only ones with a pool. function emit_worker_guard(what: pointer, line: int) -> void { if not g_uses_jobs { return } g_uses_panic = true let w = emit_bind("call i32 @thr_is_worker()") let on = emit_bind(`icmp ne i32 {w}, 0`) let lok = lbl("wgok"); let lbad = lbl("wgbad") emit(` br i1 {on}, label %{lbad}, label %{lok}\n`) emit(`{lbad}:\n`) let prefix = emit_str_const(`{g_src_name}:{itoa(line)}: panic: `) let m = emit_str_const(`{what} on a Job.parallel_for worker thread (workers must not change the world)`) let se = emit_bind(stdstream_rhs(2)) emit(` call i32 (ptr, ptr, ...) @fprintf(ptr {se}, ptr @.fmt_panic, ptr {prefix}, ptr {m})\n`) emit(" call void @exit(i32 1)\n unreachable\n") emit(`{lok}:\n`) } function emit_spawn(st: Node) -> pointer { emit_worker_guard("spawn", st.line) let e = emit_bind("call i32 @L_alloc()") let model = spawn_model(st.s) let ak = find_arch_id(model) if (find_prefab(st.s) != null) and (ak == 0) { perr(`prefab {st.s}: unknown model {model}`) } if ak > 0 { let me = itoa(MAX_ENT) let eb4 = ecs_base("L_kind") let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds i32, ptr "); emit(eb4); emit(", i32 "); emit(e); emit("\n") emit(" store i32 "); emit(itoa(ak)); emit(", ptr "); emit(kp); emit("\n") let arch = find_arch(model) var c = 0 while c < len(arch.kids) { let cn = arch.kids[c].s emit_init_component(e, cn, merge_records(prefab_record(st.s, cn), spawn_record(st, cn))) c += 1 } let ob = onspawn_body(model) # @OnSpawn(Model) hook runs after init if (ob != null) { let save = nloc emit_bind_props(arch, e) emit_hook_with_self(e, ob) nloc = save } # EV1: a @Public spawn hook also fires the public event model__spawn, so # mods (native or foreign, over the ABI) see the entity born. let sev = `model_{model}_spawn` if (find_event(sev) != null) { emit(" call void @ev_"); emit(sev); emit("(i32 "); emit(e); emit(")\n") } } else { var i = 0 while i < len(st.kids) { emit_init_component(e, st.kids[i].s, st.kids[i].a); i += 1 } } return e # the new entity id (for ludic_spawn_) } function emit_despawn(st: Node) -> void { emit_worker_guard("despawn", st.line) let v = emit_expr(st.a) # @OnDespawn: dispatch on the entity's kind and run the matching model's hook if len(g_ondespawn) > 0 { let me = itoa(MAX_ENT) let eb5 = ecs_base("L_kind") let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 "); emit(v.code); emit("\n") let kind = emit_bind(`load i32, ptr {kp}`) var i = 0 while i < len(g_ondespawn) { let mname = g_ondespawn[i].s let c = emit_bind(`icmp eq i32 {kind}, {itoa(find_arch_id(mname))}`) let yes = lbl("dh"); let no = lbl("dhn") emit(" br i1 "); emit(c); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n") emit(yes); emit(":\n call void @on_despawn_"); emit(mname); emit("(i32 "); emit(v.code); emit(", i32 0)\n") # reason = EndReason.Despawned let dev = `model_{mname}_despawn` # EV1: @Public despawn event if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 "); emit(v.code); emit(", i32 0)\n") } emit(" br label %"); emit(no); emit("\n"); emit(no); emit(":\n") i += 1 } } if len(g_events) > 0 { emit(" call void @ludic_sweep_entity(i32 "); emit(v.code); emit(")\n") } # EV5: drop entity-scoped listeners emit(" call void @L_free_entity(i32 "); emit(v.code); emit(")\n") } # attach P on e [{ overrides }] — add a property to a live entity. Structural # (not a toggle): seeds the property's fields and fires @OnAttach, but only on a # real transition — if the entity already has the property it is a no-op, so the # hook fires once per genuine attach (flecs/Bevy "real add" semantics). function emit_attach(st: Node) -> void { let ev = emit_expr(st.a) let me = itoa(MAX_ENT) let eb6 = ecs_base(`H_{st.s}`) let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb6); emit(", i32 "); emit(ev.code); emit("\n") let cur = emit_bind(`load i8, ptr {hp}`) let isnew = emit_bind(`icmp eq i8 {cur}, 0`) let doit = lbl("attach"); let done = lbl("attdone") emit(" br i1 "); emit(isnew); emit(", label %"); emit(doit); emit(", label %"); emit(done); emit("\n") emit(doit); emit(":\n"); g_term = false emit_init_component(ev.code, st.s, st.b) # sets has=1, seeds defaults+overrides, fires @OnAttach if not g_term { emit(" br label %"); emit(done); emit("\n") } emit(done); emit(":\n"); g_term = false } # detach P on e — remove a property from a live entity. Fires @OnDetach with the # property bound by name (its data still lives in @S_ storage, so the teardown # body reads the outgoing value), then clears the has-flag so queries skip it. # Only fires on a real transition; detaching an absent property is a no-op. function emit_detach(st: Node) -> void { let ev = emit_expr(st.a) let me = itoa(MAX_ENT) let eb7 = ecs_base(`H_{st.s}`) let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb7); emit(", i32 "); emit(ev.code); emit("\n") let cur = emit_bind(`load i8, ptr {hp}`) let here = emit_bind(`icmp ne i8 {cur}, 0`) let doit = lbl("detach"); let done = lbl("detdone") emit(" br i1 "); emit(here); emit(", label %"); emit(doit); emit(", label %"); emit(done); emit("\n") emit(doit); emit(":\n"); g_term = false emit(" store i8 0, ptr "); emit(hp); emit("\n") # clear has-flag (data persists in @S_) let hb = ondetach_body(st.s) # @OnDetach reads the outgoing value if (hb != null) { let save = nloc let eb8 = ecs_base(`S_{st.s}`) let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(st.s); emit(", ptr "); emit(eb8); emit(", i32 "); emit(ev.code); emit("\n") let vslot = emit_alloca("ptr") emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n") loc_push(st.s, vslot, st.s) emit_block(hb) nloc = save } let dev = `prop_{st.s}_detach` # EV1: @Public detach event if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 "); emit(ev.code); emit(")\n") } if not g_term { emit(" br label %"); emit(done); emit("\n") } emit(done); emit(":\n"); g_term = false } # enable/disable. `

on ` toggles a property's has-flag on an entity (its # data persists, so re-enabling restores it, and queries already skip a cleared # flag). A bare `` / `` flips a global enabled flag. function find_sys(name: pointer) -> Node { var i = 0 while i < len(prog) { let d = prog[i]; if d.kind == N_SYS and (d.s == name) { return d }; i += 1 } return null } function emit_toggle(st: Node) -> void { var val = "0"; if st.ival == 1 { val = "1" } if (st.ty != null) and (st.ty == "system") { return } # `disable system ` is compile-time (handled in emit_one_engine_system); no runtime code if (st.ty != null) and (st.ty == "layer") { # enable/disable layer L emit(" store i32 "); emit(val); emit(", ptr @LE_"); emit(st.s); emit("\n") var lev = `layer_{st.s}_hide`; if st.ival == 1 { lev = `layer_{st.s}_show` } # public layer -> event if (find_event(lev) != null) { emit(" call void @ev_"); emit(lev); emit("()\n") } return } if (st.a != null) { let ev = emit_expr(st.a) let me = itoa(MAX_ENT) let eb9 = ecs_base(`H_{st.s}`) let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb9); emit(", i32 "); emit(ev.code); emit("\n") emit(" store i8 "); emit(val); emit(", ptr "); emit(hp); emit("\n") var hb: Node = null if st.ival == 1 { hb = onenable_body(st.s) } else { hb = ondisable_body(st.s) } if (hb != null) { let save = nloc let eb10 = ecs_base(`S_{st.s}`) let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(st.s); emit(", ptr "); emit(eb10); emit(", i32 "); emit(ev.code); emit("\n") let vslot = emit_alloca("ptr") emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n") loc_push(st.s, vslot, st.s) emit_block(hb) nloc = save } # EV1: a @Public enable/disable hook fires prop_

_enable / prop_

_disable var tev = `prop_{st.s}_disable`; if st.ival == 1 { tev = `prop_{st.s}_enable` } if (find_event(tev) != null) { emit(" call void @ev_"); emit(tev); emit("(i32 "); emit(ev.code); emit(")\n") } } else { var g = "@HE_"; if is_model(st.s) { g = "@ME_" } # model vs handler var hname = st.s if (g == "@HE_") and (find_sys(hname) == null) and (g_cur_scene != null) { # a scene's own handler, by its bare name let qualified = `{g_cur_scene.s}_{hname}` if (find_sys(qualified) != null) { hname = qualified } } emit(" store i32 "); emit(val); emit(", ptr "); emit(g); emit(hname); emit("\n") } }