Split the flat 38-file selfhost/ into concern-based subdirectories:
frontend/ lex, parse, parse_game, ast
support/ str, buf, io
backend/ core IR + expression/statement lowering
backend/game/ ECS/scene/event/world lowering
backend/stdlib/ the namespaced Math.*/Text.*/Crypto.*/… intrinsics
and split the three oversized emitters at responsibility boundaries so
no file mixes concerns:
emit_game.ludic -> + emit_world.ludic (reflection world table,
tick helpers, @main synthesis)
emit_expr.ludic -> + emit_call.ludic (namespaced builtins, call
lowering, expr dispatch)
emit_text.ludic -> + emit_text_prelude.ludic (emitted string-builder runtime)
FRAGS in tools/x/selfhost.ludic is updated to the new paths with the link
order preserved, and the Python doc/vocabulary tooling is updated to walk
the new layout. Because the build is a plain in-order concatenation and
every split lands on a blank-line boundary, the regenerated seed is
byte-identical: `x reseed` leaves selfhost/ludicc.seed.ll unchanged,
`x bootstrap-cfree` still reaches its fixed point, and both `x test` (56)
and `x selfhost-test` (29, incl. golden renders) stay green.
Closes #29
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
87 lines
4.4 KiB
Text
87 lines
4.4 KiB
Text
# emit_log.ludic — the Log.* namespace: levelled, structured logging, the default
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# way to answer "what is my game doing?" and "why did that break?" — better than
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# scattered `print` calls. Lines go to standard error (so they never pollute a
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# program's real stdout) with a level tag and optional structured key=value
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# fields, gated by a runtime threshold so release builds can go quiet.
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#
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# Log.trace(msg, [k, v]...) most verbose level 0
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# Log.debug(msg, [k, v]...) development detail level 1
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# Log.info(msg, [k, v]...) normal operation level 2
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# Log.warn(msg, [k, v]...) something looks wrong level 3
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# Log.error(msg, [k, v]...) a failure level 4
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# Log.set_level(n) show only level >= n (0 = all, the default)
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# Log.level() the current threshold -> int
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#
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# Structured fields are optional trailing key/value pairs appended as ` key=value`;
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# values may be strings, ints, or longs (numbers are formatted for you), so
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# `Log.warn("missing texture", "path", p, "id", n)` is cheap to write and easy to
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# grep. The level tag is chosen at compile time from the method name, so a
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# disabled level costs only the threshold comparison at runtime.
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#
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# Determinism: logging writes to stderr and never touches the simulation, so it
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# has no effect on gameplay or replays. This v1 ships the console (stderr) sink;
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# file-with-rotation and in-engine overlay sinks are planned follow-ups.
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function is_log_ns(meth: pointer) -> bool {
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if (meth == "trace") or (meth == "debug") or (meth == "info") { return true }
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if (meth == "warn") or (meth == "error") { return true }
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if (meth == "set_level") or (meth == "level") { return true }
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return false
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}
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# format any value as a string for a log field: a string passes through, a long
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# and an int are converted the same way the `string(...)` builtin does.
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function log_stringify(v: Val) -> pointer {
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if (llty(v.ty) == "ptr") { return v.code }
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if (llty(v.ty) == "i64") { g_uses_longstr = true; return emit_bind(`call ptr @fn_long_str(i64 {v.code})`) }
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g_uses_intstr = true
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return emit_bind(`call ptr @fn_int_str(i32 {v.code})`)
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}
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function emit_log_ns(meth: pointer, e: Node) -> Val {
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g_uses_logrt = true
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if (meth == "set_level") { # raise/lower the threshold
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let n = emit_expr(e.kids[0])
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emit(` store i32 {n.code}, ptr @L_log_level\n`)
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return val("0", "void")
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}
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if (meth == "level") { # read the current threshold
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return val(emit_bind("load i32, ptr @L_log_level"), "int")
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}
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# a level method: tag + numeric level chosen at compile time from the name.
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var lvl = "2"; var pfx = "[INFO] "
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if (meth == "trace") { lvl = "0"; pfx = "[TRACE] " }
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if (meth == "debug") { lvl = "1"; pfx = "[DEBUG] " }
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if (meth == "warn") { lvl = "3"; pfx = "[WARN] " }
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if (meth == "error") { lvl = "4"; pfx = "[ERROR] " }
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g_uses_str = true
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# line = "[LEVEL] " + msg, then " key=value" for each trailing pair
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var line = val(emit_str_const(pfx), "string")
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let msg = emit_expr(e.kids[0])
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line = emit_str_op("+", line, val(log_stringify(msg), "string"))
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var i = 1
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while (i + 1) < len(e.kids) {
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let k = emit_expr(e.kids[i])
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let v = emit_expr(e.kids[i + 1])
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line = emit_str_op("+", line, val(emit_str_const(" "), "string"))
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line = emit_str_op("+", line, val(log_stringify(k), "string"))
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line = emit_str_op("+", line, val(emit_str_const("="), "string"))
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line = emit_str_op("+", line, val(log_stringify(v), "string"))
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i = i + 2
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}
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emit(` call void @fn_log_emit(i32 {lvl}, ptr {line.code})\n`)
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return val("0", "void")
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}
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# emit_log_prelude — the log level register and the console sink, emitted once per
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# program that uses Log.* (g_uses_logrt). @fn_log_emit checks the threshold and,
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# if the message is at or above it, writes the line + newline to stderr.
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function emit_log_prelude() -> void {
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emith("@L_log_level = global i32 0\n")
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emith("@.log_nl = private unnamed_addr constant [2 x i8] c\"\\0A\\00\"\n")
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emith("define void @fn_log_emit(i32 %lvl, ptr %s) {\n")
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emith("entry:\n %th = load i32, ptr @L_log_level\n %skip = icmp slt i32 %lvl, %th\n br i1 %skip, label %done, label %go\n")
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emith("go:\n %e = load ptr, ptr @__stderrp\n %n = call i64 @strlen(ptr %s)\n")
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emith(" %w = call i64 @fwrite(ptr %s, i64 1, i64 %n, ptr %e)\n %w2 = call i64 @fwrite(ptr @.log_nl, i64 1, i64 1, ptr %e)\n br label %done\n")
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emith("done:\n ret void\n}\n")
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}
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