# 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_ on _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")
}
}