game/module -> program, main -> entry, component -> property, archetype -> model, system -> handler. Done via a transitional self-hosting bootstrap: parser accepts both -> reseed -> compiler source moved to new keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords now rejected. Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM @main/entry: labels in emit strings untouched; goldens byte-identical. Editor vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14, test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
153 lines
5.4 KiB
Text
153 lines
5.4 KiB
Text
# main.ludic — the self-hosted Ludic front-end.
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#
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# ludicc lexes, parses, checks and lowers a .ludic file to LLVM IR, then drives
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# clang (the IR assembler + system linker, the same role rustc/swiftc give it)
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# to produce a native binary. No C is compiled: the emitted IR is Ludic's, and
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# clang only assembles and links it.
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#
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# ludicc app.ludic -o bin/app # native binary (windowed if a game)
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# ludicc app.ludic -o bin/app --headless # force headless
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# ludicc app.ludic --emit-llvm -o app.ll # stop at the IR
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# ludic app.ludic # compile to a temp binary and run it
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#
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# The multi-call twist: when argv[0] is "ludic" it defaults to compile-and-run.
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# With no -o and no run, IR still goes to stdout — the contract build.sh and
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# reseed.sh rely on, so the bootstrap is untouched.
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# basename: the part of a path after the last '/'.
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fn base_name(path: ptr) -> ptr {
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let last = 0 - 1
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let i = 0
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while peek8(path, i) != 0 { if peek8(path, i) == 47 { last = i }; i = i + 1 }
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return substr(path, last + 1, i - (last + 1))
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}
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# drop a trailing ".ludic" if present
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fn strip_ludic(name: ptr) -> ptr {
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let n = slen(name)
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if n > 6 {
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if streq(substr(name, n - 6, 6), ".ludic") { return substr(name, 0, n - 6) }
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}
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return name
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}
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# env var with a fallback when unset
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fn getenv_or(name: ptr, dflt: ptr) -> ptr {
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let v = os_getenv(name)
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if ptr_is_null(v) { return dflt }
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return v
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}
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# guarantee a directory string ends in '/' so path_join concatenates cleanly
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fn ensure_slash(d: ptr) -> ptr {
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let n = slen(d)
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if n == 0 { return d }
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if peek8(d, n - 1) == 47 { return d }
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return sconcat(d, "/")
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}
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fn die(msg: ptr) -> void {
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file_write(file_stderr(), msg, slen(msg))
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os_exit(1)
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}
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entry {
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let path = ptr_null()
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let out = ptr_null()
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let want = 0 # 0 = auto, 1 = windowed, 2 = headless
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let emit_ir = false # --emit-llvm: stop after writing IR
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let fmt = false # --fmt: lex + parse only, then exit (the doc-check gate)
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let save = false # --save-temps: keep the intermediate .ll
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let run = false # compile then execute the result
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# multi-call: invoked as `ludic` -> run mode by default
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if streq(base_name(os_arg(0)), "ludic") { run = true }
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let ai = 1
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while ai < os_argc() {
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let a = os_arg(ai)
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if streq(a, "--windowed") { want = 1 }
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else { if streq(a, "--headless") { want = 2 }
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else { if streq(a, "--emit-llvm") { emit_ir = true }
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else { if streq(a, "--fmt") { fmt = true }
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else { if streq(a, "--save-temps") { save = true }
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else { if streq(a, "--run") { run = true }
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else { if streq(a, "-o") { ai = ai + 1; if ai < os_argc() { out = os_arg(ai) } }
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else {
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# an unknown flag is ignored (with a note) rather than mistaken for the
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# input file — '-' is ASCII 45
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if peek8(a, 0) == 45 {
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let m = sconcat("ludicc: ignoring unknown flag ", sconcat(a, "\n"))
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file_write(file_stderr(), m, slen(m))
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} else { path = a }
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} } } } } } }
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ai = ai + 1
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}
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if ptr_is_null(path) {
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die("usage: ludicc <file.ludic> [-o out] [--windowed|--headless] [--emit-llvm] [--save-temps]\n")
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}
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let src = read_file(path)
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if ptr_is_null(src) { die("ludicc: cannot open input\n") }
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cur_dir = dir_of(path)
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lex(src)
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parse_program()
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# --fmt is the doc-check gate: reaching here means it lexed and parsed. A parse
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# error would already have exited nonzero, so a clean parse exits 0. (Canonical
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# formatting output is not yet reimplemented on the self-hosted toolchain.)
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if fmt { os_exit(0) }
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maybe_splice_runtime()
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# a game gets a window by default; a plain program stays headless. An explicit
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# flag always wins. The stdout-IR path (no target) also stays headless, which
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# is what reseed.sh compiles the compiler itself with.
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let has_target = run or (not ptr_is_null(out))
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if want == 1 { g_windowed = true }
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else { if want == 2 { g_windowed = false }
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else { g_windowed = has_target and has_systems() } }
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emit_program()
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# --emit-llvm, or no binary target: emit IR and stop (stdout when out is null).
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if emit_ir { ir_flush(out); return }
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if not has_target { ir_flush(ptr_null()); return }
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# a run with no explicit -o lands in a temp file
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if run and ptr_is_null(out) {
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out = sconcat("/tmp/ludic-run-", strip_ludic(base_name(path)))
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}
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# make the output directory if the user asked for e.g. bin/app
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let odir = dir_of(out)
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if slen(odir) > 0 { os_system(sconcat("mkdir -p ", odir)) }
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let ll = sconcat(out, ".ll")
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if not ir_flush(ll) { die("ludicc: cannot write IR\n") }
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let cc = getenv_or("LUDIC_CC", "clang")
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let home = ensure_slash(getenv_or("LUDIC_HOME", dir_of(os_arg(0))))
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# clang twice: assemble the IR, then link. A windowed build adds the macOS
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# platform layer and the Cocoa framework.
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# -Wno-override-module: our IR carries an explicit target triple, which clang
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# would otherwise warn about on every build.
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let cmd = sconcat(cc, sconcat(" -O2 -Wno-override-module ", ll))
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if g_windowed {
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let cocoa = path_join(home, "runtime/native/cocoa.ll")
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cmd = sconcat(cmd, sconcat(" ", sconcat(cocoa, " -framework Cocoa -Wl,-rpath,@loader_path")))
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}
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cmd = sconcat(cmd, sconcat(" -o ", out))
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let rc = os_system(cmd)
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if not save { os_system(sconcat("rm -f ", ll)) }
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if rc != 0 { die("ludicc: link failed\n") }
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# run mode: execute the binary we just built and forward its exit code
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if run {
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let st = os_system(out)
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os_exit(band(shr(st, 8), 255))
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}
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}
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