# migrate.ludic — 0.S2: `ludicc --migrate-state ` works out how a program's module-level # vars become states and writes the edits as a plan (`ludic migrate state` applies it): # 1. each module's vars are one state, `state State { ... }`, where the first of them was; # 2. every reference to one - read or written - is `_st.`; # 3. each function's states - those it touches and those of everything it calls, to a fixed # point - become its leading parameters (`mut` where it or a callee writes); # 4. each call passes them on, and each entry point (entry, a handler, a listener, a test) # declares them for the runtime to supply. # It runs inside the checker (check_*.ludic call the mg_* hooks), which already knows which name is a # local and which a global, and which function a call reaches. Plan lines, one edit each: # VAR a declaration to move into , declared at # LET a declaration nothing writes: its `var` becomes `let` # STATE [more] where is declared (the # first var this program sees, or its declaration when it has one already: `more`) # REF a reference's name replaced # INS text inserted (a parameter, an argument) # CLOSE text inserted before the first `)` after # ? : what the tool cannot decide, for a person var g_migrate: bool = false var g_mg_runtime: bool = false # --migrate-runtime: the runtime's own vars too var g_mg_plan: pointer = null var g_mg_vars: []Node = new []Node # the vars that move var g_mg_vstate: []int = new []int # the state each moves into var g_mg_written: []int = new []int # 1: something writes it var g_mg_let: []int = new []int # 1: a value nothing writes - it stays, as a module-level let; # 2: moved already (a package's, migrated before this program) var g_mr_unit: []int = new []int # per reference: the unit it is read in (-1: none) var g_ms_name: []pointer = new []pointer var g_ms_mod: []pointer = new []pointer var g_ms_param: []pointer = new []pointer var g_ms_export: []int = new []int # units: the functions and entry points whose states are worked out var g_mu_node: []Node = new []Node var g_mu_kind: []int = new []int # 0 function, 1 entry block, 2 handler, 3 test, 4 listener or hook, 5 a scene's on enter/exit var g_mu_need: []pointer = new []pointer # ",0,3," state indices it needs var g_mu_mut: []pointer = new []pointer # the ones it changes var g_mg_cur: int = -1 var g_mc_call: []Node = new []Node # every call to a function, and where it is var g_mc_unit: []int = new []int var g_mc_callee: []int = new []int var g_mr_node: []Node = new []Node # every reference to a moving var var g_mr_var: []int = new []int var g_mr_ui: []int = new []int # 1: in a ui block, rewritten as State.var var g_mg_report: []pointer = new []pointer function mg_camel(s: pointer) -> pointer { var out = "" var up = true var i = 0 while i < len(s) { let c = s[i] if c == '_' or c == '.' or c == '-' { up = true } else { var ch = s[i .. i + 1] if up and c >= 'a' and c <= 'z' { ch = reg_upper(ch) } out = out + ch up = false } i += 1 } return out } function mg_param_for(name: pointer) -> pointer { var base = name let n = len(name) if n > 5 and (name[n - 5 .. n] == "State") { base = name[0 .. n - 5] } var out = "" var i = 0 while i < len(base) { let c = base[i] if c >= 'A' and c <= 'Z' { if i > 0 { out = out + "_" } out = out + reg_lower(base[i .. i + 1]) } else { out = out + base[i .. i + 1] } i += 1 } return out + "_st" } function mg_short(m: pointer) -> pointer { if len(m) > 6 and (m[0 .. 6] == "ludic_") { return m[6 .. len(m)] } return m } var g_mg_entry: pointer = "" # the program's own file: its vars are the program's state # the state a var's file moves into: its module's, or - a file in no module - the program's for the # program's own file, else one named for the file's directory (a test's shared fakes) function mg_state_of_file(f: pointer) -> int { if is_runtime_file(f) { # the runtime: a state per file (rt_input: RtInputState) var b = f var i = 0 while i < len(f) { if f[i] == '/' { b = f[i + 1 .. len(f)] } i += 1 } if len(b) > 6 and (b[len(b) - 6 .. len(b)] == ".ludic") { b = b[0 .. len(b) - 6] } return mg_state_of_mod(`@{f}`, `rt_{b}`) } if (f == g_mg_entry) { # the program's own file: its own state, whatever module let p = mg_param_for(g_game_name) return mg_state_of_mod("", p[0 .. len(p) - 3]) } var m = module_for_uses(f) # a friend module (`friend module lab`) is a view of the others each program declares for itself, # not one module: its files' vars go by their directory, as a file in no module does var fi = 0 while fi < len(g_mod_friends) { if (g_mod_friends[fi] == m) { m = "" } fi += 1 } if not (m == "") and not (module_of(f) == "") and pkg_of_file(f) == "" and mg_pkg_named(mg_short(m)) { # the program's own module named like a package's (a game's `module fishing` beside # ludic.fishing): a state of its own, never merged into the package's return mg_state_of_mod(m, mg_short(m) + "_app") } if not (m == "") { return mg_state_of_mod(m, mg_short(m)) } if (f == g_mg_entry) { # the program's own: SceneDemo is SceneDemoState, scene_demo_st let p = mg_param_for(g_game_name) return mg_state_of_mod("", p[0 .. len(p) - 3]) } var d = dir_of(f) while len(d) > 1 and d[len(d) - 1] == '/' { d = d[0 .. len(d) - 1] } return mg_state_of_mod(`@{d}`, mg_dir_name(d)) } # a name for a directory's state that two directories called `fake` do not share: the path under # packages/ (ludic.wildlife/tests/fake: wildlife_tests_fake), else its last two parts function mg_dir_name(d: pointer) -> pointer { var at = -1 var i = 0 while i + 9 <= len(d) { if (d[i .. i + 9] == "packages/") { at = i + 9 } i += 1 } var rest: pointer = "" if at >= 0 { rest = d[at .. len(d)] } else { var k = len(d) var slashes = 0 while k > 0 and slashes < 2 { k -= 1 if d[k] == '/' { slashes += 1 } } if d[k] == '/' { k += 1 } rest = d[k .. len(d)] } if len(rest) > 6 and (rest[0 .. 6] == "ludic.") { rest = rest[6 .. len(rest)] } var out = "" i = 0 while i < len(rest) { let c = rest[i] if c == '/' or c == '.' or c == '-' { out = out + "_" } else { out = out + rest[i .. i + 1] } i += 1 } return out } function mg_state_of_mod(m: pointer, base: pointer) -> int { var i = 0 while i < len(g_ms_mod) { if (g_ms_mod[i] == m) { return i } i += 1 } let name = `{mg_camel(base)}State` # the module's state from a run before: its new vars are more of its fields i = 0 while i < len(g_ms_name) { if (g_ms_name[i] == name) { g_ms_mod[i] = m return i } i += 1 } push(g_ms_mod, m) push(g_ms_name, name) push(g_ms_param, `{base}_st`) push(g_ms_export, 0) return len(g_ms_mod) - 1 } # where a state is already declared, for its new fields: the declaration, else null function mg_state_key(s: int) -> pointer { let m = g_ms_mod[s] if m == "" { return `program:{g_mg_entry}` } if m[0] == '@' or m[0] == '=' { return m } # a module: by the file that first says it (its barrel), else a package's module by its name var i = 0 while i < len(g_mod_file) { if (g_mod_name[i] == m) { return `module:{m}@{dir_of(g_mod_file[i])}` } i += 1 } return `package:{m}` } # is there a package called ludic. - installed with the toolchain, or fetched into ludic_modules function mg_pkg_named(short: pointer) -> bool { if read_file(`{ludic_home()}packages/ludic.{short}/package.ludic`) != null { return true } let mods = ensure_slash(getenv_or("LUDIC_MODULES", "ludic_modules")) return read_file(`{mods}ludic.{short}/package.ludic`) != null } function mg_state_decl(name: pointer) -> Node { var i = 0 while i < len(prog) { if prog[i].kind == N_COMP and prog[i].uns == 2 and (prog[i].s == name) { return prog[i] } i += 1 } return null } # a name as its source spells it: a module's private one is `dice$shop` inside the compiler function mg_src_name(s: pointer) -> pointer { var i = 0 while i < len(s) { if s[i] == '$' { return s[0 .. i] } i += 1 } return s } function mg_is_target(v: Node) -> bool { if v.kind != N_VAR or v.uns != 0 or v.file == null or v.pos < 0 { return false } if reg_find(v.s) >= 0 or is_port_var(v) { return false } if not g_mg_runtime and has_sub(v.file, "runtime/") { return false } return true } # which vars move, and the state each moves into # a name the program uses that is a field of a state now - a package migrated before it moved its # var there (`cam_pos` is Render3dState's): a reference to that state's field, which the program is # rewritten to reach through the state. Only a name exactly one state has. var g_mg_fv_name: []pointer = new []pointer var g_mg_fv_node: []Node = new []Node function mg_field_var(name: pointer) -> Node { if not g_migrate { return null } var i = 0 while i < len(g_mg_fv_name) { if (g_mg_fv_name[i] == name) { return g_mg_fv_node[i] } i += 1 } var found: Node = null var many = false i = 0 while i < len(prog) { let d = prog[i] if d.kind == N_COMP and d.uns == 2 and field_index(d, name) >= 0 { if found != null { many = true } found = d } i += 1 } var v: Node = null if found != null and not many { v = node(N_VAR) v.s = name v.ty = field_type(found, name) v.file = found.file v.line = found.line v.pos = -1 push(g_mg_vars, v) push(g_mg_vstate, mg_state_named(found.s)) push(g_mg_written, 0) push(g_mg_let, 2) v.mg = len(g_mg_vars) - 1 } push(g_mg_fv_name, name) push(g_mg_fv_node, v) return v } function mg_collect() -> void { var end = g_prog_user_end if g_mg_runtime { end = len(prog) } # the runtime's declarations come after the program's var i = 0 while i < end and i < len(prog) { let d = prog[i] if d.kind == N_VAR and mg_is_target(d) { let k = mg_state_of_file(d.file) push(g_mg_vars, d) push(g_mg_vstate, k) push(g_mg_written, 0) push(g_mg_let, 0) d.mg = len(g_mg_vars) - 1 if d.vis == 1 { g_ms_export[k] = 1 } } i += 1 } } function mg_unit(n: Node, kind: int) -> int { if n.mg >= 0 and n.kind != N_VAR { return n.mg } push(g_mu_node, n) push(g_mu_kind, kind) push(g_mu_need, ",") push(g_mu_mut, ",") n.mg = len(g_mu_node) - 1 # an already-migrated function: its declared states are needs if kind == 0 { var i = 0 while i < len(n.kids) and n.kids[i].kind == N_PARAM and is_state_ty(n.kids[i].ty) { let s = mg_state_named(n.kids[i].ty) if s >= 0 { mg_need(n.mg, s, n.kids[i].uns == 1) } i += 1 } } return n.mg } function mg_state_named(name: pointer) -> int { var i = 0 while i < len(g_ms_name) { if (g_ms_name[i] == name) { return i } i += 1 } # a state from a run before (or by hand): known by its name, its param `_st` as the tool # names them (BaseState: base_st) push(g_ms_mod, `={name}`) push(g_ms_name, name) push(g_ms_param, mg_param_for(name)) push(g_ms_export, 0) return len(g_ms_mod) - 1 } function mg_need(u: int, s: int, m: bool) -> bool { var changed = false let key = `,{itoa(s)},` if not has_sub(g_mu_need[u], key) { g_mu_need[u] = g_mu_need[u] + itoa(s) + "," changed = true } if m and not has_sub(g_mu_mut[u], key) { g_mu_mut[u] = g_mu_mut[u] + itoa(s) + "," changed = true } return changed } # ---- the checker's hooks -------------------------------------------------------- function mg_enter(n: Node, kind: int) -> void { if not g_migrate { return } g_mg_cur = mg_unit(n, kind) } function mg_leave() -> void { g_mg_cur = -1 } function mg_ref(e: Node, g: Node) -> void { if not g_migrate or g == null or g.kind != N_VAR or g.mg < 0 { return } push(g_mr_node, e) push(g_mr_var, g.mg) push(g_mr_unit, g_mg_cur) if g_mg_cur == -3 { push(g_mr_ui, 1) } else { push(g_mr_ui, 0) } } function mg_write(t: Node, g: Node) -> void { if not g_migrate or g == null or g.kind != N_VAR or g.mg < 0 { return } g_mg_written[g.mg] = 1 if is_runtime_file(g.file) and t != null and not is_runtime_file(t.file) { mg_say(t, `{mg_src_name(g.s)} is the runtime's; change it through the runtime's function for it`) return } if g_mg_cur >= 0 { mg_need(g_mg_cur, g_mg_vstate[g.mg], true) } } # a var nothing writes, holding a value (not a reference something could change through), and # that no generated code or port reads: it is a module-level let function mg_decide_lets() -> void { var i = 0 while i < len(g_mg_vars) { let v = g_mg_vars[i] if g_mg_let[i] == 0 and g_mg_written[i] == 0 and mg_value_ty(v.ty) and not mg_bound_var(v.s) and not mg_knob(v) { g_mg_let[i] = 1 } i += 1 } var r = 0 while r < len(g_mr_node) { if g_mr_node[r].pos < 0 and g_mg_let[g_mr_var[r]] == 1 { g_mg_let[g_mr_var[r]] = 0 } r += 1 } } # a package's var a program may set (render3d's r3d_dem_path): nothing in these programs writes it, # but a game using the package may - it stays changing data. A private one of a package's module is # the package's own business. function mg_knob(v: Node) -> bool { let f = mg_norm(v.file) let pkg = not (pkg_of_file(v.file) == "") or s_has_prefix(f, "packages/") or has_sub(f, "/packages/") or has_sub(f, "ludic_modules/") if not pkg { return false } if module_of(v.file) == "" { return true } return v.vis == 1 } function s_has_prefix(s: pointer, p: pointer) -> bool { return len(s) >= len(p) and (s[0 .. len(p)] == p) } # the runtime's function that only answers its var `name` (`function gl_width() -> int { return gl_w }`) function mg_runtime_reader(name: pointer) -> pointer { var i = 0 while i < len(prog) { let f = prog[i] if f.kind == N_FN and is_runtime_file(f.file) and f.a != null and len(f.a.kids) == 1 and f.a.kids[0].kind == S_RETURN { var np = 0 var j = 0 while j < len(f.kids) { if f.kids[j].kind == N_PARAM and not is_state_ty(f.kids[j].ty) { np += 1 } j += 1 } let x = f.a.kids[0].a if np == 0 and x != null and x.kind == E_MEMBER and x.a != null and x.a.kind == E_ID and (x.s == name) { return f.s } if np == 0 and x != null and x.kind == E_ID and (mg_src_name(x.s) == name) { return f.s } } i += 1 } return null } function mg_value_ty(t: pointer) -> bool { if t == null { return false } if (t == "int") or (t == "float") or (t == "fixed") or (t == "long") or (t == "bool") or (t == "string") or (t == "byte") { return true } return find_enum(t) != null } # what each unit reads, now that the lets are known function mg_read_needs() -> void { var r = 0 while r < len(g_mr_node) { let v = g_mr_var[r] let e = g_mr_node[r] let u = g_mr_unit[r] let g = g_mg_vars[v] if is_runtime_file(g.file) and not is_runtime_file(e.file) { # the runtime's state is the runtime's: from outside it is read through its functions - the # one that answers it, when there is one (gl_w: gl_width()) let rd = mg_runtime_reader(mg_src_name(g.s)) if rd != null and e.pos >= 0 and e.file != null { mg_emit(`REF {e.file} {itoa(e.pos)} {itoa(len(mg_src_name(g.s)))} {mg_esc(`{rd}()`)}`, "") } else { mg_say(e, `{mg_src_name(g.s)} is the runtime's; read it through the runtime's function for it`) } g_mr_var[r] = -1 - v } else if not (g_mg_let[v] == 1) and u != -3 { if u >= 0 { mg_need(u, g_mg_vstate[v], false) } else { mg_say(e, `{g.s} is read where no function is (a global's initializer); move it by hand`) } if e.pos < 0 and not mg_bound_var(g.s) { mg_say(e, `a reference to {g.s} in generated code (a component, a view, a registry's lookup)`) } } r += 1 } } var g_mc_passed: []int = new []int # 1: the call already hands the callee a state (a run before) function mg_call(e: Node, f: Node) -> void { if not g_migrate or f == null or g_mg_cur < 0 { return } if e.pos < 0 { return } # a generated call gets its states when compiled if is_runtime_file(f.file) and not is_runtime_file(e.file) { return } # the runtime's are supplied if is_action_builtin(f.s) { return } # 0.R: the action queue is supplied too push(g_mc_call, e) push(g_mc_unit, g_mg_cur) push(g_mc_callee, mg_unit(f, 0)) var passed = 0 if len(e.kids) > 0 and e.kids[0].kind == E_ID { let li = ck_local(e.kids[0].s) if li >= 0 and is_state_ty(ck_tys[li]) { passed = 1 } } push(g_mc_passed, passed) } function mg_say(n: Node, what: pointer) -> void { var at = "?" if n != null and n.file != null { at = `{n.file}:{itoa(n.line)}` } push(g_mg_report, `? {at} {what}`) } # ---- the fixed point, and the plan --------------------------------------------------- function mg_fixpoint() -> void { var changed = true while changed { changed = false var c = 0 while c < len(g_mc_call) { let from = g_mc_unit[c] let to = g_mc_callee[c] let need = mg_list(g_mu_need[to]) var k = 0 while k < len(need) { let s = need[k] if mg_need(from, s, has_sub(g_mu_mut[to], `,{itoa(s)},`)) { changed = true } k += 1 } c += 1 } } } function mg_list(set: pointer) -> []int { let out = new []int var v = 0 var any = false var i = 1 while i < len(set) { let ch = set[i] if ch == ',' { if any { push(out, v) } v = 0 any = false } else { v = v * 10 + (ch - 48) any = true } i += 1 } # in the order of the states' names, so every signature and every call agree var a = 1 while a < len(out) { let x = out[a] var b = a - 1 while b >= 0 and reg_str_less(g_ms_name[x], g_ms_name[out[b]]) { out[b + 1] = out[b] b -= 1 } out[b + 1] = x a += 1 } return out } # a function's states that it declares already (a migration run before this one) function mg_declared(n: Node, s: int) -> bool { if n.kind != N_FN { return false } var i = 0 while i < len(n.kids) and n.kids[i].kind == N_PARAM and is_state_ty(n.kids[i].ty) { if (n.kids[i].ty == g_ms_name[s]) { return true } i += 1 } return false } function mg_param_text(u: int, s: int) -> pointer { if has_sub(g_mu_mut[u], `,{itoa(s)},`) { return `{g_ms_param[s]}: mut {g_ms_name[s]}` } return `{g_ms_param[s]}: {g_ms_name[s]}` } var g_mg_lines: []pointer = new []pointer var g_mg_keys: pointer = "," # the same edit twice (a generic's instances share its source) is dropped by ludic migrate function mg_emit(line: pointer, key: pointer) -> void { push(g_mg_lines, mg_norm_line(line)) } # one spelling per file in every plan, whichever way a program reached it (`../../packages/x`, an # absolute path under the working directory): its paths and its state keys, normalized function mg_norm_line(line: pointer) -> pointer { let w = new []pointer var a = 0 var i = 0 while i <= len(line) { if i == len(line) or line[i] == ' ' { push(w, line[a .. i]) a = i + 1 } i += 1 } if len(w) < 2 { return line } let k = w[0] if (k == "VAR") or (k == "REF") or (k == "INS") or (k == "LET") or (k == "CLOSE") { w[1] = mg_norm(w[1]) } if (k == "?") { w[1] = mg_norm(w[1]) } if (k == "VAR") and len(w) > 5 { w[5] = mg_norm_key(w[5]) } if (k == "STATE") and len(w) > 6 { w[2] = mg_norm(w[2]) w[6] = mg_norm_key(w[6]) } var out = w[0] i = 1 while i < len(w) { out = out + " " + w[i] i += 1 } return out } # a state's key: `@dir`, `module:m@dir`, `program:file`, `package:m` - a directory that is a package's # own (`packages/ludic.render3d`) is that package function mg_norm_key(k: pointer) -> pointer { if k[0] == '@' { var d = mg_norm(k[1 .. len(k)]) while len(d) > 1 and d[len(d) - 1] == '/' { d = d[0 .. len(d) - 1] } var slash = -1 var i = 0 while i < len(d) { if d[i] == '/' { slash = i } i += 1 } var parent = "" if slash >= 0 { parent = d[0 .. slash] } let pn = len(parent) if (parent == "packages") or (pn > 9 and (parent[pn - 9 .. pn] == "/packages")) { var name = "" var j = slash + 1 while j < len(d) { if d[j] == '.' { name = name + "_" } else { name = name + d[j .. j + 1] } j += 1 } return `package:{name}` } return `@{d}` } var at = -1 var i = 0 while i < len(k) and at < 0 { if k[i] == '@' or k[i] == ':' { at = i } i += 1 } if len(k) > 8 and (k[0 .. 8] == "package:") { return k } if at >= 0 and k[at] == '@' { return k[0 .. at + 1] + mg_norm(k[at + 1 .. len(k)]) } if at >= 0 and k[0 .. at] == "program" { return "program:" + mg_norm(k[at + 1 .. len(k)]) } if at >= 0 { # module:m@dir var j = at + 1 while j < len(k) and k[j] != '@' { j += 1 } if j < len(k) { return k[0 .. j + 1] + mg_norm(k[j + 1 .. len(k)]) } } return k } # `a/b/../c` is `a/c`, `./x` is `x`, and a path under the working directory is relative to it function mg_norm(p0: pointer) -> pointer { var p = p0 let cwd = getenv("PWD") if cwd != null { let c = `{cwd}/` if len(p) > len(c) and (p[0 .. len(c)] == c) { p = p[len(c) .. len(p)] } } let abs = len(p) > 0 and p[0] == '/' let segs = new []pointer var n = 0 var a = 0 var i = 0 while i <= len(p) { if i == len(p) or p[i] == '/' { let seg = p[a .. i] if (seg == "..") and n > 0 and not (segs[n - 1] == "..") { n -= 1 } else if not (seg == ".") and not (seg == "") { if n < len(segs) { segs[n] = seg } else { push(segs, seg) } n += 1 } a = i + 1 } i += 1 } var out = "" if abs { out = "/" } i = 0 while i < n { if i > 0 { out = out + "/" } out = out + segs[i] i += 1 } if len(p) > 0 and p[len(p) - 1] == '/' { out = out + "/" } return out } # text for a plan line: spaces and newlines escaped function mg_esc(s: pointer) -> pointer { var out = "" var i = 0 while i < len(s) { let c = s[i] if c == ' ' { out = out + "\\s" } else if c == '\n' { out = out + "\\n" } else if c == '\\' { out = out + "\\\\" } else { out = out + s[i .. i + 1] } i += 1 } return out } function mg_first_positional_is_state(e: Node) -> bool { if len(e.kids) == 0 or e.kids[0].kind != E_ID { return false } var i = 0 while i < len(g_ms_param) { if (g_ms_param[i] == e.kids[0].s) { return true } i += 1 } return false } function mg_nparams(n: Node) -> int { var k = 0 var i = 0 while i < len(n.kids) { if n.kids[i].kind == N_PARAM { k += 1 } i += 1 } return k } # a state declared read-only (a run before) that the unit, or something it calls, now changes function mg_mut_upgrades(u: int, n: Node) -> void { var ps = n.kids if g_mu_kind[u] != 0 { ps = new []Node var body = n.a if g_mu_kind[u] == 5 { body = n } var j = 0 while body != null and j < len(body.kids) and body.kids[j].tps != null and (body.kids[j].tps == "state") { push(ps, body.kids[j]) j += 1 } } var i = 0 while i < len(ps) { let p = ps[i] if (p.kind == N_PARAM or p.kind == S_LET) and is_state_ty(p.ty) and p.uns == 0 and p.pos2 >= 0 and p.file != null { let s = mg_state_named(p.ty) if has_sub(g_mu_mut[u], `,{itoa(s)},`) { mg_emit(`INS {p.file} {itoa(p.pos2)} {mg_esc("mut ")}`, "") } } i += 1 } } function mg_units() -> void { var u = 0 while u < len(g_mu_node) { let n = g_mu_node[u] if g_mu_kind[u] == 0 and n.cm >= 0 { mg_comp_acc(u, n.cm) # a component's member: the component declares them u += 1 continue } mg_mut_upgrades(u, n) let need = mg_list(g_mu_need[u]) if len(need) > 0 { var text = "" var k = 0 while k < len(need) { if not mg_declared(n, need[k]) { if len(text) > 0 { text = text + ", " } text = text + mg_param_text(u, need[k]) } k += 1 } if len(text) > 0 { mg_unit_edit(u, n, text) } } u += 1 } } var g_mv_need: []pointer = new []pointer # per view: the states its functions need var g_mv_mut: []pointer = new []pointer function mg_unit_edit(u: int, n: Node, text: pointer) -> void { let kind = g_mu_kind[u] if kind == 0 and n.vw >= 0 { # a view's getter, query or event: the view declares the states, for all of them while len(g_mv_need) < len(g_vw_name) { push(g_mv_need, ",") push(g_mv_mut, ",") } let need = mg_list(g_mu_need[u]) var k = 0 while k < len(need) { let key = `,{itoa(need[k])},` if not has_sub(g_mv_need[n.vw], key) { g_mv_need[n.vw] = g_mv_need[n.vw] + itoa(need[k]) + "," } if has_sub(g_mu_mut[u], key) and not has_sub(g_mv_mut[n.vw], key) { g_mv_mut[n.vw] = g_mv_mut[n.vw] + itoa(need[k]) + "," } k += 1 } return } if kind == 0 { if n.pos2 < 0 and len(n.s) > 5 and (n.s[0 .. 5] == "bind_") { return } # a port bind's getter: its bind moves if n.pos2 < 0 or n.file == null { mg_say(n, `{n.s} needs {text} and is generated code: its caller cannot be rewritten`) return } var t = text if mg_nparams(n) > 0 { t = t + ", " } mg_emit(`INS {n.file} {itoa(n.pos2 + 1)} {mg_esc(t)}`, `{n.file}@{itoa(n.pos2)}`) return } # an entry point: a list of the states the runtime supplies var body = n.a if kind == 5 { body = n } # a scene's `on enter` block is its own body if body != null and len(body.kids) > 0 and body.kids[0].tps != null and (body.kids[0].tps == "state") { # it declares some already: whatever it needs beyond them is for a person to add # it declares some already: the rest go after them let need = mg_list(g_mu_need[u]) var more = "" var last: Node = null var k = 0 while k < len(need) { var have = false var j = 0 while j < len(body.kids) and body.kids[j].tps != null and (body.kids[j].tps == "state") { if (body.kids[j].ty == g_ms_name[need[k]]) { have = true } last = body.kids[j] j += 1 } if not have { more = more + ", " + mg_param_text(u, need[k]) } k += 1 } if len(more) > 0 { if last == null or last.pos2 < 0 or last.file == null { mg_say(n, `this entry point declares states already; add{more} to them by hand`) } else { mg_emit(`CLOSE {last.file} {itoa(last.pos2)} {mg_esc(more)}`, "") } } return } if kind == 1 { mg_emit(`INS {n.file} {itoa(n.pos)} {mg_esc(`({text}) `)}`, `{n.file}@{itoa(n.pos)}`) } if kind == 2 { mg_emit(`INS {n.file} {itoa(n.pos2)} {mg_esc(`({text})`)}`, `{n.file}@{itoa(n.pos2)}`) } if kind == 3 { mg_emit(`INS {n.file} {itoa(n.pos2)} {mg_esc(` ({text})`)}`, `{n.file}@{itoa(n.pos2)}`) } if kind == 5 { mg_emit(`INS {n.file} {itoa(n.pos2)} {mg_esc(` ({text})`)}`, `{n.file}@{itoa(n.pos2)}`) } if kind == 4 { let b = n.a if b == null or b.pos2 < 0 { mg_say(n, `a listener that needs ({text}) whose place is not known`) return } mg_emit(`INS {b.file} {itoa(b.pos2)} {mg_esc(`({text})`)}`, `{b.file}@{itoa(b.pos2)}`) } } var g_mcm_need: []pointer = new []pointer # per component: the states its members need var g_mcm_mut: []pointer = new []pointer function mg_comp_acc(u: int, c: int) -> void { while len(g_mcm_need) < len(g_cm_name) { push(g_mcm_need, ",") push(g_mcm_mut, ",") } let need = mg_list(g_mu_need[u]) var k = 0 while k < len(need) { let key = `,{itoa(need[k])},` if not has_sub(g_mcm_need[c], key) { g_mcm_need[c] = g_mcm_need[c] + itoa(need[k]) + "," } if has_sub(g_mu_mut[u], key) and not has_sub(g_mcm_mut[c], key) { g_mcm_mut[c] = g_mcm_mut[c] + itoa(need[k]) + "," } k += 1 } } # each component's header: the states its members need that it does not declare yet, and `mut` on # one it declares read-only that a member now changes function mg_comps() -> void { var c = 0 while c < len(g_mcm_need) { let need = mg_list(g_mcm_need[c]) let ps = g_cm_ps[c] var text = "" var k = 0 while k < len(need) { let s = need[k] let m = has_sub(g_mcm_mut[c], `,{itoa(s)},`) var have: Node = null var j = 0 while j < len(ps) { if (ps[j].ty == g_ms_name[s]) { have = ps[j] } j += 1 } if have == null { if len(text) > 0 { text = text + ", " } if m { text = text + `{g_ms_param[s]}: mut {g_ms_name[s]}` } else { text = text + `{g_ms_param[s]}: {g_ms_name[s]}` } } else if m and have.uns == 0 and have.pos2 >= 0 { mg_emit(`INS {g_cm_file[c]} {itoa(have.pos2)} {mg_esc("mut ")}`, "") } k += 1 } if len(text) > 0 { if len(ps) == 0 { mg_emit(`INS {g_cm_file[c]} {itoa(g_cm_hdr[c])} {mg_esc(` ({text})`)}`, "") } else { # after the last one it declares: its type's end is not kept, so before the `)` that follows let last = ps[len(ps) - 1] mg_emit(`CLOSE {g_cm_file[c]} {itoa(last.pos2)} {mg_esc(`, {text}`)}`, "") } } c += 1 } } function mg_views() -> void { var v = 0 while v < len(g_mv_need) { let need = mg_list(g_mv_need[v]) if len(need) > 0 { let head = g_vw_node[v] if g_vw_nps[v] > 0 { mg_say(head, `view {g_vw_name[v]} declares states already; add what it needs by hand`) } else { var text = "" var k = 0 while k < len(need) { if len(text) > 0 { text = text + ", " } if has_sub(g_mv_mut[v], `,{itoa(need[k])},`) { text = text + `{g_ms_param[need[k]]}: mut {g_ms_name[need[k]]}` } else { text = text + `{g_ms_param[need[k]]}: {g_ms_name[need[k]]}` } k += 1 } mg_emit(`INS {head.file} {itoa(g_vw_hdr[v])} {mg_esc(` ({text})`)}`, "") } } v += 1 } } function mg_calls() -> void { var c = 0 while c < len(g_mc_call) { let e = g_mc_call[c] let to = g_mc_callee[c] let callee = g_mu_node[to] let need = mg_list(g_mu_need[to]) if len(need) > 0 and callee.cm < 0 { # a component's member is passed its states by the compiler var text = "" let passed = g_mc_passed[c] == 1 var k = 0 while k < len(need) { if not (mg_declared(callee, need[k]) and passed) { if len(text) > 0 { text = text + ", " } text = text + g_ms_param[need[k]] } k += 1 } if len(text) > 0 and e.pos >= 0 { # a generated call gets its states when compiled if e.file == null { mg_say(e, `a call to {callee.s} with no place needs ({text})`) } else { var t = text if len(e.kids) > 0 { t = t + ", " } mg_emit(`INS {e.file} {itoa(e.pos + 1)} {mg_esc(t)}`, `{e.file}@{itoa(e.pos)}`) } } } c += 1 } } function mg_refs() -> void { var r = 0 while r < len(g_mr_node) { let e = g_mr_node[r] if g_mr_var[r] < 0 { # the runtime's, read from outside it: by hand r += 1 continue } let v = g_mg_vars[g_mr_var[r]] if e.pos >= 0 and e.file != null and not (g_mg_let[g_mr_var[r]] == 1) { let s = g_mg_vstate[g_mr_var[r]] let nm = mg_src_name(v.s) var text = `{g_ms_param[s]}.{nm}` if g_mr_ui[r] == 1 { text = `{g_ms_name[s]}.{nm}` } mg_emit(`REF {e.file} {itoa(e.pos)} {itoa(len(nm))} {mg_esc(text)}`, `{e.file}@{itoa(e.pos)}`) } r += 1 } } # a state needed outside its module is exported: whoever needs it declares it function mg_exports() -> void { var u = 0 while u < len(g_mu_node) { let n = g_mu_node[u] if n.file != null { var here = module_for_uses(n.file) if (here == "") and not (n.file == g_mg_entry) { here = `@{dir_of(n.file)}` } let need = mg_list(g_mu_need[u]) var k = 0 while k < len(need) { if not (g_ms_mod[need[k]] == here) { g_ms_export[need[k]] = 1 } k += 1 } } u += 1 } } # a port member bound to a var (`money: g_money`) becomes the state's field (`money: S.g_money`) var g_mg_pbv: []Node = new []Node function mg_bind_var(fi: Node) -> void { if g_migrate and fi != null and fi.a != null and fi.a.kind == E_ID { push(g_mg_pbv, fi.a) } } function mg_bound_var(name: pointer) -> bool { var i = 0 while i < len(g_mg_pbv) { if (g_mg_pbv[i].s == name) { return true } i += 1 } return false } function mg_binds() -> void { var i = 0 while i < len(g_mg_pbv) { let e = g_mg_pbv[i] let g = find_global(e.s) if g != null and g.mg >= 0 and e.pos >= 0 { let s = g_mg_vstate[g.mg] let nm = mg_src_name(e.s) mg_emit(`REF {e.file} {itoa(e.pos)} {itoa(len(nm))} {mg_esc(`{g_ms_name[s]}.{nm}`)}`, "") } i += 1 } } function mg_finish() -> void { mg_decide_lets() mg_read_needs() mg_fixpoint() mg_exports() # each state is known by what it belongs to - a module where its barrel is, a directory, a program - # the same in every program's plan (two programs may each have a module fishing, and see different # files of one) let anchor = new []pointer var s = 0 while s < len(g_ms_name) { push(anchor, mg_state_key(s)) s += 1 } var i = 0 while i < len(g_mg_vars) { let v = g_mg_vars[i] let vs = g_mg_vstate[i] if g_mg_let[i] == 1 { mg_emit(`LET {v.file} {itoa(v.pos)}`, "") } else if g_mg_let[i] == 0 { mg_emit(`VAR {v.file} {itoa(v.pos)} {itoa(v.pos2)} {g_ms_name[vs]} {anchor[vs]}`, "") } i += 1 } s = 0 while s < len(g_ms_name) { # the first var of each new state is where the state is declared var first = -1 var j = 0 while j < len(g_mg_vars) and first < 0 { if g_mg_vstate[j] == s and g_mg_let[j] == 0 { first = j } j += 1 } let decl = mg_state_decl(g_ms_name[s]) if first >= 0 and decl != null { mg_emit(`STATE {g_ms_name[s]} {decl.file} {itoa(decl.pos)} {itoa(g_ms_export[s])} {g_ms_param[s]} {anchor[s]} more`, "") } else if first >= 0 { let v = g_mg_vars[first] mg_emit(`STATE {g_ms_name[s]} {v.file} {itoa(v.pos)} {itoa(g_ms_export[s])} {g_ms_param[s]} {anchor[s]}`, "") } s += 1 } mg_refs() mg_binds() mg_units() mg_comps() mg_views() mg_calls() let f = file_open(g_mg_plan, "wb") if f == null { die("ludicc: cannot write the migration plan\n") } i = 0 while i < len(g_mg_lines) { file_write(f, g_mg_lines[i], len(g_mg_lines[i])) file_write(f, "\n", 1) i += 1 } i = 0 while i < len(g_mg_report) { file_write(f, g_mg_report[i], len(g_mg_report[i])) file_write(f, "\n", 1) i += 1 } file_close(f) exit(0) }