# Ludic packages Ludic has a package manager built into the task runner (`bin/ludic`). It fetches, resolves, stores and links third-party packages with no new infrastructure to run — it drives plain `git` and rides on the Forgejo host and its release tags. This is the v1 implementation of the direction decided in issue #63. ## The four decisions | Axis | Ludic's choice | | --- | --- | | Where source comes from | **URL-as-identity, no registry.** The import path *is* the git location — `git.workshopsoft.io/user/pkg`. A `git tag vX.Y.Z` publishes a version. No account, no publish step, no index to run. | | Version resolution | **Minimum Version Selection (MVS), Go-style.** A `require` is a *minimum*; the resolver picks, per module, the greatest of every required minimum, then keeps the reachable closure at those versions. Deterministic, no SAT solver. | | Where dependencies live | **A content-addressed global store + per-project links (pnpm-style).** One immutable store keyed by a file-content hash (`~/.ludic/store/`); each project gets a light linked view under `ludic_modules/` instead of a full copy. | | Manifest / lock | **`package.ludic`** (declared deps + provided namespaces + kind + targets) and **`package.lock.ludic`** (resolved versions + content hashes). | ## Commands ``` ludic add [@version] add a dependency to package.ludic, then resolve + fetch + link ludic get resolve every dependency in package.ludic, link them, write the lock ludic update [module] bump a dependency (or all) to its latest published version, then relock ludic verify check every locked package against the store by content hash ludic vendor copy the resolved packages into ./vendor for hermetic/offline builds ``` `ludic add` with no `@version` picks the latest published tag and records it as the minimum. All the install commands print the resolved build list and write `package.lock.ludic`. ## The manifest — `package.ludic` A line-oriented manifest. `#` starts a comment; strings are double-quoted. ``` package "git.workshopsoft.io/orkun/greeter" # this package's import path version "1.2.0" # the version this checkout publishes kind source # source | prebuilt provides "Greet" # the Foo.* namespace(s) it registers (repeatable) require "git.workshopsoft.io/orkun/util" "1.0.0" # a dependency and its minimum version # a prebuilt lib also declares the targets it ships: # kind prebuilt # targets "native-arm64" "wasm32" ``` A consumer project's manifest is the same file, usually with only `require` lines (the `package`/`version` fields describe a *publishable* package and are optional for a leaf application). ### The entry program `entry "src/game.ludic"` names the program `ludic run`, `build` and `bundle` compile when no file is given. Without it the CLI tries `src/main.ludic`, `main.ludic`, then the one file under `src/` that declares a `program`. ### Scripts and hooks ``` script "dev" "ludic run --headless" # ludic dev (or: ludic script dev) script "shots" "tools/shots.sh" # ludic shots a b -> tools/shots.sh 'a' 'b' hook before build "tools/gen_atlas.sh" # a failing before hook stops the build hook after bundle "tools/notarize.sh" # after hooks run only when the command succeeded hook before dev "ludic fmt --check" # a script is an event too ``` A **script** is a named shell command, run from the package root. `ludic ` runs it when no built-in command has that name; `ludic script ` always does, and `ludic scripts` lists them. Arguments after the name are passed on, quoted. A **hook** runs a command `before` or `after` a built-in command (`build`, `run`, `test`, `bundle`, `pack`, `clean`, `fmt`, `get`, `add`, `update`, `verify`, `vendor`, `assets`, `build-lib`) or a script. Hooks of one event run in the order written. A `before` hook that exits non-zero stops the command with that exit code; `after` hooks run only when the command succeeded. Both run through the shell with the toolchain's `bin/` first on `PATH` and `LUDIC_PACKAGE_ROOT`, `LUDIC_EVENT` (the command or script) and `LUDIC_PHASE` (`before`, `after` or `run`) set. Inside a quoted value, `\"` is a quote and `\\` a backslash. ## The lockfile — `package.lock.ludic` Generated by `ludic get`; do not edit by hand. One line per resolved module, pinning its selected version, content hash, kind and provided namespaces: ``` # package.lock.ludic — generated by `ludic get`. Do not edit by hand. lock 1 module "git.workshopsoft.io/orkun/greeter" version "1.2.0" hash "sha256:…" kind "source" provides "Greet" module "git.workshopsoft.io/orkun/util" version "1.0.0" hash "sha256:…" kind "source" provides "Util" ``` `ludic verify` rehashes each store entry and confirms the project links to it, so a tampered or missing dependency is caught before it reaches a build. ## The store and the project view Fetched packages live once in a global, immutable, content-addressed store: ``` ~/.ludic/store//… the package tree at a version (no .git) ~/.ludic/store/cache// a git clone cache used during resolution ``` Each project gets a lightweight view — `ludic_modules/` is a symlink into the store — so many projects share one copy and nothing is duplicated per-project. Override the store location with `$LUDIC_STORE`. ## Consuming a package — namespace registration A **source package** ships plain Ludic. The consumer imports the package files by their import path: ``` program App { import "git.workshopsoft.io/orkun/greeter/greet.ludic" entry { print(greet_hello()) } } ``` The compiler resolves an import first relative to the importing file, then — for a non-absolute path that is not found — under the package module root (`$LUDIC_MODULES`, default `ludic_modules/`). So a fetched package's code is spliced into the build and its namespace becomes available exactly the way the built-in stdlib namespaces (Regex.\*, Grid.\*, …) are. The **engine runtime is the exception** (issue #75): the compiler auto-splices `runtime/native/*` for any ECS game, and that runtime ships with the *toolchain*, not the project. A `runtime/...` import that is not found relative to the build is resolved from the install root **`$LUDIC_HOME`** (default: the compiler binary's directory — the same place the platform `.ll` files come from), *before* the package module root. So an external game does not have to copy or symlink the engine runtime into its `ludic_modules/`; that directory holds only third-party packages. In-repo builds are unaffected — the runtime resolves locally there. Because Ludic compiles ahead-of-time, a source package is compiled *into* the consumer's binary — no ABI seam, and the whole-program guarantees (determinism, replay, `world_save`) still hold. Two packages may not register the same `Foo.*` namespace — a collision is a hard error naming both modules. ## Package-declarable namespaces and engine systems (issue #62) A package's namespace can also be an `alias` block (L6): `namespace Weapon { alias fire(slot) = wp_fire_slot }` names each method and the function it calls, with its own labels, so the public names need not be the implementation's. The engine's own `Http.*`, `Json.*`, `Screen.*` and the rest are declared exactly this way, in `runtime/native/namespaces.ludic`. A package can register two things that used to be compiler-hardcoded — a `Foo.*` namespace and an engine-owned system — with **no compiler edit**, via two keyword-free annotations. This is what lets gameplay-controller libraries ship as ordinary packages instead of living in the compiler's stdlib. - `@Namespace(Name)` on a function opens a `Name.method(…)` namespace that dispatches to the bare `name_method(…)` (the same generic path the built-in namespaces use, applied only after them so it never shadows a core one): ``` @Namespace(Coach) function coach_bonus() -> int { return 99 } # a consumer then writes Coach.bonus() ``` - `@EngineSystem(Component, Phase)` registers an engine-owned system: the frame loop calls it every `Phase` (after the game's own handlers) whenever the named `Component` is present — the package-declarable form of the built-in `SpriteAnim`/`Motion`/`Light2D` systems. It reads and writes components by name through the reflection ABI, so an unused registration is byte-identical: ``` @EngineSystem(Score, Update) function esys_score() -> void { … } ``` The core stdlib namespaces and engine systems keep their own optimized codegen; packages flow through the generic registry alongside them. (For a *prebuilt* binary module, the runtime counterpart of `@EngineSystem` is `@System(Phase)` — see below.) ## Prebuilt binary packages (issue #64) A `kind prebuilt` package ships a **compiled artifact** (a native dylib per target it lists in `targets`) instead of source. A consumer uses its exported **functions, systems and components** without ever seeing the source. This is the escape hatch for closed-source or other-language code; source packages stay the default because they keep cross-compilation (including wasm) and the compile-time ECS first-class. Prebuilt packages are **native-only** and ride the stable reflection C-ABI — second-class ECS (dynamic, by-name components; one indirect call per registered system), not part of the deterministic/replay core. **How a binary module works.** The module is compiled with `--emit-module`: no `main`, no world table (the consumer owns the single world). It carries a load-time constructor that, when the dylib loads, registers its pieces against the host through the C-ABI: - **Components** — `world_register_prop(name, nfields)` in a `module_init` function; the host owns storage, the module reads/writes by name with `world_get`/`world_set`/`world_has`/`world_attach_dyn`. - **Systems** — a function marked `@System(Phase)` is registered with `ludic_register_system`; the host's frame loop calls it every frame in that phase, after its own handlers. Phases: `Input`, `FixedUpdate`, `Update`, `LateUpdate`, `Render`, `Start`, `OnQuit`. - **Functions** — plain functions become dylib symbols; a consumer binds them with `extern function name(...) -> T = "fn_name"`. A module registers its `ludic_*` calls as undefined and binds them back to the host image at load (`-undefined dynamic_lookup`); the host exports its ABI (`-export_dynamic`). Every Ludic game is a capable host — the reflection ABI is always emitted (unused parts dead-strip). **Publishing.** In the package repo: ``` ludic build-lib module.ludic # -> lib//lib.dylib # add `kind prebuilt` and `targets ""` to package.ludic, commit lib/, git tag ``` **Consuming.** In the game project: ``` ludic add git.host/user/module # kind prebuilt is resolved + the dylib linked into the view ludic get # links the artifact for the build target (hard error if the target is missing) ``` then link the module dylibs into the game build. `ludic link-flags` prints the exact clang flags (the dylib, an rpath to the store, `-export_dynamic`) for any build system to splice into its link step: ``` clang -O2 game.ll $(ludic link-flags) -o game ``` (`ludic build` links them automatically when building in-repo.) If the package does not ship the build target, `ludic get` fails — build from source instead where the package offers it. ## Offline / hermetic builds `ludic vendor` copies the resolved packages out of the store into `./vendor`. Build against the copy with `LUDIC_MODULES=vendor`, so the build needs neither the network nor the global store.