ludic/runtime/native/systems.ludic
Orkuncakilkaya b0b0b62bce feat(lang): L7 memory is safe unless it says unsafe
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.

What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 12:53:27 +03:00

267 lines
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# ============================================================================
# systems.ludic — engine-owned systems that run automatically over user
# components, each frame, without the game wiring a handler.
#
# This is the ECS hook issues #43 and #47 named as their real dependency: until
# now every system was a `handler` the game wrote. These `esys_*` functions are
# systems the *engine* owns — the compiler splices this file and inserts a call
# to each one at the right phase of the frame loop (see emit_engine_systems_for_
# phase in emit_game.ludic), so a component the game merely *declares and carries*
# is ticked for free.
#
# They stand entirely on the reflection ABI (World.prop_id / field_id / get /
# set / query_next — the same by-name world table a mod reads), so they never
# compile against a fixed field layout: a system resolves its fields by name and
# no-ops cleanly when the component (or a field) is absent. Everything is integer
# and deterministic — the frame clock ticks at a fixed 60/s — so replays and
# lockstep netcode reproduce animation and motion exactly.
#
# The opt-in is declaring the well-known component. A game that wants sprite
# animation declares `property SpriteAnim { ticks, fps, frames, mode, frame }`
# and puts it on a model; the engine advances `frame` every tick. No component,
# no system emitted — a game without them is byte-for-byte unchanged.
# ============================================================================
# floor of a/b for non-negative a (the frame clock only ever counts up).
function esys_div(a: int, b: int) -> int {
if b <= 0 { return 0 }
return a / b
}
# ---- named clip registry (#48) ---------------------------------------------
# A game registers spritesheet clips by name — Anim.clip("run", 6, 12, 0) — and
# plays one with Anim.play(entity, "run"), so gameplay names a motion instead of
# hand-writing fps/frames/mode into a component. A small name-keyed table, the
# same shape the input action map uses; string names compare by byte-pointer
# identity (a string literal interns to one pointer per program).
const ANIM_MAX_CLIPS: int = 32
var anim_clip_names: pointers = null # clip name per slot
var anim_clip_fps: words = null
var anim_clip_frames: words = null
var anim_clip_mode: words = null
var anim_nclips: int = 0
function anim_clip_init() -> void {
if anim_clip_names == null {
anim_clip_names = pointers(ANIM_MAX_CLIPS) # a pointer (8 bytes) per slot
anim_clip_fps = words(ANIM_MAX_CLIPS)
anim_clip_frames = words(ANIM_MAX_CLIPS)
anim_clip_mode = words(ANIM_MAX_CLIPS)
}
}
# register (or update) a named clip. mode is the SpriteAnim mode: 0 loop, 1 once,
# 2 ping-pong.
function anim_clip(name: pointer, frames: int, fps: int, mode: int) -> void {
anim_clip_init()
var i = 0
while i < anim_nclips {
if anim_clip_names[i] == name {
anim_clip_frames[i] = frames; anim_clip_fps[i] = fps; anim_clip_mode[i] = mode
return
}
i += 1
}
if anim_nclips >= ANIM_MAX_CLIPS { return } # silently ignore past capacity
let s = anim_nclips
anim_clip_names[s] = name
anim_clip_frames[s] = frames
anim_clip_fps[s] = fps
anim_clip_mode[s] = mode
anim_nclips += 1
}
function anim_clip_find(name: pointer) -> int {
anim_clip_init()
var i = 0
while i < anim_nclips {
if anim_clip_names[i] == name { return i }
i += 1
}
return -1
}
# ---- Anim.play / Anim.on_frame / Anim.fired (#48) --------------------------
# Ergonomic writes over the SpriteAnim component through the reflection ABI, so a
# game restarts or swaps a clip with one call instead of setting five fields by
# hand. All no-op cleanly if the entity has no SpriteAnim (or a field is absent).
# write one SpriteAnim int field on entity e (by name), if present.
function anim_set(e: int, field: pointer, v: int) -> void {
let p = World.prop_id("SpriteAnim")
if p < 0 { return }
let f = World.field_id(p, field)
if f >= 0 { World.set(e, p, f, v) }
}
# start / restart a clip on entity e: set fps/frames/mode and rewind ticks to 0
# so the clip plays from its first cell this tick.
function anim_play(e: int, fps: int, frames: int, mode: int) -> void {
anim_set(e, "fps", fps)
anim_set(e, "frames", frames)
anim_set(e, "mode", mode)
anim_set(e, "ticks", 0)
anim_set(e, "event_fired", 0)
}
# start a registered clip by name (a no-op if the name is unknown).
function anim_play_named(e: int, name: pointer) -> void {
let c = anim_clip_find(name)
if c < 0 { return }
anim_play(e, anim_clip_fps[c], anim_clip_frames[c], anim_clip_mode[c])
}
# arm a frame event: the engine flags SpriteAnim.event_fired = 1 on the tick the
# clip first lands on `frame` (a footstep, a hitbox going live). The game reads
# the flag in its own handler and reacts (emit its own event, spawn, …) — the
# engine detects the boundary, gameplay owns the reaction, so it stays within the
# no-runtime-dispatch event model.
function anim_on_frame(e: int, frame: int) -> void {
anim_set(e, "event_frame", frame)
}
# did entity e's clip land on its armed event frame this tick?
function anim_fired(e: int) -> bool {
let p = World.prop_id("SpriteAnim")
if p < 0 { return false }
let f = World.field_id(p, "event_fired")
if f < 0 { return false }
return World.get(e, p, f) != 0
}
# ---- Motion.to (#48) -------------------------------------------------------
# Start a value tween on entity e over the Motion component: from -> to over `dur`
# ticks with easing `ease`, rewinding ticks so it plays from the start. A no-op
# if the entity has no Motion.
function motion_to(e: int, from: int, to: int, dur: int, ease: int) -> void {
let p = World.prop_id("Motion")
if p < 0 { return }
motion_set(e, p, "from", from)
motion_set(e, p, "to", to)
motion_set(e, p, "dur", dur)
motion_set(e, p, "ease", ease)
motion_set(e, p, "ticks", 0)
motion_set(e, p, "done", 0)
motion_set(e, p, "value", from)
}
function motion_set(e: int, p: int, field: pointer, v: int) -> void {
let f = World.field_id(p, field)
if f >= 0 { World.set(e, p, f, v) }
}
# ---- SpriteAnim: spritesheet frame advance (#43) ---------------------------
# Component contract — `property SpriteAnim { ticks: int, fps: int, frames: int,
# mode: int, frame: int }`:
# ticks engine frames elapsed since the clip started (the engine advances it)
# fps playback rate in frames per second
# frames number of cells in the clip
# mode 0 = loop, 1 = once (clamp on last), 2 = pingpong (bounce)
# frame OUTPUT: the cell index to draw this frame
# elapsed = ticks * fps / 60 whole animation frames; `mode` maps that back into
# 0..frames-1. Pure integer, so the same tick count always yields the same cell.
function esys_spriteanim() -> void {
let p = World.prop_id("SpriteAnim")
if p < 0 { return }
let f_ticks = World.field_id(p, "ticks")
let f_fps = World.field_id(p, "fps")
let f_frames = World.field_id(p, "frames")
let f_mode = World.field_id(p, "mode")
let f_frame = World.field_id(p, "frame")
let f_evfr = World.field_id(p, "event_frame") # optional: the frame to flag
let f_evfd = World.field_id(p, "event_fired") # optional: OUTPUT, 1 on the landing tick
if f_ticks < 0 { return }
if f_frame < 0 { return }
var e = World.query_next(p, 0)
while e >= 0 {
let prev = World.get(e, p, f_frame) # last tick's cell (for the frame-event edge)
let ticks = World.get(e, p, f_ticks) + 1
World.set(e, p, f_ticks, ticks)
let fps = World.get(e, p, f_fps)
var frames = World.get(e, p, f_frames)
let mode = World.get(e, p, f_mode)
if frames < 1 { frames = 1 }
let elapsed = esys_div(ticks * fps, 60) # whole animation frames elapsed
var fr = 0
if mode == 1 { # once: clamp on the last frame
fr = elapsed
if fr > frames - 1 { fr = frames - 1 }
} else {
if mode == 2 { # pingpong: bounce 0..frames-1..0
let period = max(1, frames * 2 - 2)
let m = elapsed % period
if m < frames { fr = m } else { fr = period - m }
} else { # loop (mode 0 / default)
fr = elapsed % frames
}
}
World.set(e, p, f_frame, fr)
# frame event: flag the tick the clip first lands on its armed frame (edge).
if (f_evfr >= 0) and (f_evfd >= 0) {
let evfr = World.get(e, p, f_evfr)
var fired = 0
if (fr == evfr) and (prev != evfr) { fired = 1 }
World.set(e, p, f_evfd, fired)
}
e = World.query_next(p, e + 1)
}
}
# ---- Motion: value tween advance (#43) -------------------------------------
# Component contract — `property Motion { ticks: int, dur: int, from: int,
# to: int, ease: int, value: int, done: int }`:
# ticks engine frames elapsed since the tween started (engine advances it)
# dur duration in engine frames (ticks); dur <= 0 snaps straight to `to`
# from,to the interpolation endpoints (integer game units — position, alpha…)
# ease 0 = linear, 1 = in (t^2), 2 = out, 3 = in-out
# value OUTPUT: the interpolated value this frame
# done OUTPUT: 1 once ticks has reached dur, else 0
# progress is carried in 0..1024 so easing curves are exact in integer math.
function esys_motion_ease(t: int, ease: int) -> int {
if ease == 1 { return t * t / 1024 } # ease-in: t^2
if ease == 2 { # ease-out: 1-(1-t)^2
let u = 1024 - t
return 1024 - (u * u / 1024)
}
if ease == 3 { # ease-in-out
if t < 512 { return (t * t / 1024) * 2 }
let u = 1024 - t
return 1024 - (u * u / 1024) * 2
}
return t # linear
}
function esys_motion() -> void {
let p = World.prop_id("Motion")
if p < 0 { return }
let f_ticks = World.field_id(p, "ticks")
let f_dur = World.field_id(p, "dur")
let f_from = World.field_id(p, "from")
let f_to = World.field_id(p, "to")
let f_ease = World.field_id(p, "ease")
let f_value = World.field_id(p, "value")
let f_done = World.field_id(p, "done")
if f_ticks < 0 { return }
if f_value < 0 { return }
var e = World.query_next(p, 0)
while e >= 0 {
let dur = World.get(e, p, f_dur)
var ticks = World.get(e, p, f_ticks) + 1
if ticks > dur { ticks = dur } # clamp so `value` rests at `to`
World.set(e, p, f_ticks, ticks)
let from = World.get(e, p, f_from)
let to = World.get(e, p, f_to)
let ease = World.get(e, p, f_ease)
var t = 1024
if dur > 0 { t = esys_div(ticks * 1024, dur) }
if t > 1024 { t = 1024 }
let te = esys_motion_ease(t, ease)
let value = from + (to - from) * te / 1024
World.set(e, p, f_value, value)
if f_done >= 0 {
var d = 0
if ticks >= dur { d = 1 }
World.set(e, p, f_done, d)
}
e = World.query_next(p, e + 1)
}
}