ludic/docs/PACKAGES.md
Orkuncakilkaya f92d7f89c6 feat(tooling): JetBrains IDE support, LSP navigation, barrel imports, package scripts and hooks
- JetBrains plugin 1.4.0: semantic colours (builtin / vendor / own), template strings,
  brace handling, run configurations and a test console, package.ludic and
  package.lock.ludic editing (completion, docs, app preview, colour previews, asset
  navigation), External Libraries for the runtime and packages, doc pages for built-ins
- ludic-lsp: go to definition for imports, document links, hover with inferred types,
  type definition, signature help with parameters, docs from docs/language
- `import "dir"` resolves a barrel `dir/index.ludic`
- package.ludic `entry`, `script` and `hook before|after <command>`; `ludic <script>`,
  `ludic script`, `ludic scripts`
- `ludic test --verbose` and `--test NAME`; the test runner filters by name

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 16:13:31 +03:00

237 lines
11 KiB
Markdown

# 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/<sha256>`); 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 <module>[@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 <name>` runs
it when no built-in command has that name; `ludic script <name>` 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/<sha256>/… the package tree at a version (no .git)
~/.ludic/store/cache/<module>/ a git clone cache used during resolution
```
Each project gets a lightweight view — `ludic_modules/<import-path>` 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 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/<target>/lib<name>.dylib
# add `kind prebuilt` and `targets "<target>"` 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.