The CLI's shell commands go through shell(), which is run() on POSIX and a scratch script handed to Git for Windows' bash on Windows (exit codes read directly there). compile_app links through `ludicc -o` on Windows, ludic run starts the .exe, and ludic-dev build and ensure_ludicc assemble selfhost/ludicc.win.seed.ll, which ludic-dev reseed now writes beside the macOS seed. ludic bundle makes build/<name>/ with a GUI-subsystem exe carrying the .ico beside `app icon` as an llvm-rc resource, game.lpak and packs.index; ludicc gains --gui and --link, and quotes its whole link line for cmd.exe. Verified: ludic-dev test 135/135, selfhost-test 32/32; on the PC a checkout bootstraps from the Windows seed, ludic-dev build makes the toolchain, and `ludic bundle` makes build/Maroon Lake/, which runs from its own folder. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
50 lines
2.7 KiB
Text
50 lines
2.7 KiB
Text
# toolchain.ludic — building the toolchain's own binaries. Contributor-only:
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# this is what `ludic-dev build` does, and none of it ships to a user.
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# compile a Ludic source to a native binary in bin/ via ludicc + clang (-O2).
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# Returns true on success. Used for the CLI, the contributor tool and the editor
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# tools — every binary the toolchain builds of itself.
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function build_tool(name: pointer, src: pointer) -> bool {
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let ll = `build/{name}.ll`
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let out = `bin/{exe_name(name)}`
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if not shq(`bin/{exe_name("ludicc")} {src} --emit-llvm -o {ll} 2>/dev/null`) { print(`build failed: {name} (compile)`); return false }
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# write to a temp then move, so a running bin/ludic can rebuild itself in place
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# (Windows lets a running executable be renamed, never replaced, so the old one
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# steps aside first)
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if not shq(`{cc()} -O2 {ll} -o {out}.tmp`) { print(`build failed: {name} (link)`); return false }
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if host_windows() { shell(`rm -f {out}.old; mv -f {out} {out}.old 2>/dev/null; mv -f {out}.tmp {out} && rm -f {ll} {out}.old 2>/dev/null`) }
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else { shell(`mv -f {out}.tmp {out} && rm -f {ll}`) }
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return true
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}
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# ---- build-cli: the self-hosted front-end binaries ---------------------------
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# Both ludicc and ludic are the SAME multi-call binary assembled from the IR seed
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# with clang alone; invoked as `ludic` it compiles-and-runs, as `ludicc` it just
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# compiles.
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function cmd_dev_build_cli() -> int {
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shell("mkdir -p bin build")
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let seed = seed_file()
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let bin = `bin/{exe_name("ludicc")}`
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print(`cc: {seed} -> {bin} (from the IR seed, no C compiler)`)
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if not shq(`{cc()} {seed} -o {bin}`) { err("ludic: the seed did not assemble\n"); return 1 }
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shell(`chmod +x {bin}`)
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print(`done. built {bin}`)
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return 0
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}
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# ---- build: the whole toolchain --------------------------------------------
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# bin/ludic is what a user installs; bin/ludic-dev is this tool, which exists
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# only in a checkout and is never part of a release.
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function cmd_dev_build() -> int {
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if cmd_dev_build_cli() != 0 { return 1 }
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print("ludicc: tools/ludic-cli/main.ludic -> bin/ludic (the CLI users install)")
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if not build_tool("ludic", "tools/ludic-cli/main.ludic") { return 1 }
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print("ludicc: tools/ludic-cli/dev.ludic -> bin/ludic-dev (this tool, rebuilding itself)")
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if not build_tool("ludic-dev", "tools/ludic-cli/dev.ludic") { return 1 }
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print("ludicc: tools/ludic-tools/fmt.ludic -> bin/ludic-fmt")
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if not build_tool("ludic-fmt", "tools/ludic-tools/fmt.ludic") { return 1 }
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print("ludicc: tools/ludic-tools/lsp.ludic -> bin/ludic-lsp")
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if not build_tool("ludic-lsp", "tools/ludic-tools/lsp.ludic") { return 1 }
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sync_vscode_grammar()
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print("done. toolchain in bin/ (ludicc, ludic, ludic-dev, ludic-fmt, ludic-lsp)")
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return 0
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}
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