ludic/selfhost/emit_spawn.ludic
Orkuncakilkaya df6955e609 Phase 7g: the compiler builds its IR with interpolation, not +
Answering your readability point directly: the compiler's own string-building —
left uglier by the 7c `+` migration, e.g. `emit_bind(("load i32, ptr " + ip))` —
now reads as interpolation:

  emit_bind(("load i32, ptr " + ip))            -> emit_bind(`load i32, ptr {ip}`)
  emit_bind(("icmp eq i32 " + (kv + (", " + itoa(ak)))))
                                                -> emit_bind(`icmp eq i32 {kv}, {itoa(ak)}`)
  perr(("assign to unknown " + t.s))            -> perr(`assign to unknown {t.s}`)

164 concat chains across selfhost converted by a tool that flattens the `+` tree,
keeps call/index parens (only grouping parens are rewritten), and converts only
**brace-free** literals — LLVM IR structure strings full of `{`/`}` stay as `+`
rather than becoming awkward `{{`/`}}`. No new language surface; interpolation
already desugars to the same concat.

Reseeded (22565 lines); C-free fixpoint holds byte-for-byte (the strongest proof
the reconstruction is exact); goldens identical; 18/18.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-28 01:30:37 +03:00

144 lines
6.2 KiB
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# emit_spawn.ludic — spawn / despawn / self(), and seeding a component's fields
# from its declared defaults plus any per-spawn overrides.
fn emit_init_component(e: ptr, comp: ptr, rec: Node) -> void {
let me = itoa(MAX_ENT)
let c = find_comp(comp)
if (c == null) { perr(`spawn: unknown property {comp}`) }
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
emit(" store i8 1, ptr "); emit(hp); emit("\n")
let slot = nreg()
emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(comp); emit("], ptr @S_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
# defaults
var f = 0
while f < len(c.kids) {
let fd = c.kids[f]
let addr = nreg()
emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
let lt = llty(fd.ty)
var v = "0"
if (lt == "ptr") { v = "null" }
if (fd.a != null) { let dv = emit_expr(fd.a); v = dv.code }
emit(" store "); emit(lt); emit(" "); emit(v); emit(", ptr "); emit(addr); emit("\n")
f = f + 1
}
# per-spawn overrides
if (rec != null) {
var j = 0
while j < len(rec.kids) {
let fi = rec.kids[j]
let fidx = field_index(c, fi.s)
if fidx >= 0 {
let addr = nreg()
emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(fidx)); emit("\n")
let dv = emit_expr(fi.a)
emit(" store "); emit(llty(field_type(c, fi.s))); emit(" "); emit(dv.code); emit(", ptr "); emit(addr); emit("\n")
}
j = j + 1
}
}
# @OnAttach(Property) runs once the property is attached and seeded
let ab = onattach_body(comp)
if (ab != null) {
let save = nloc
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(comp, vslot, comp)
emit_block(ab)
nloc = save
}
}
# bind each of a model's properties to entity `e`'s component storage, so an
# @OnSpawn hook body can address them by name (like a query binding for one entity).
fn emit_bind_props(model: Node, e: ptr) -> void {
let me = itoa(MAX_ENT)
var c = 0
while c < len(model.kids) {
let pname = model.kids[c].s
let slot = nreg()
emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(pname); emit("], ptr @S_"); emit(pname); emit(", i32 0, i32 "); emit(e); emit("\n")
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(pname, vslot, pname)
c = c + 1
}
}
fn emit_spawn(st: Node) -> void {
let e = emit_bind("call i32 @L_alloc()")
let ak = find_arch_id(st.s)
if ak > 0 {
let me = itoa(MAX_ENT)
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(e); emit("\n")
emit(" store i32 "); emit(itoa(ak)); emit(", ptr "); emit(kp); emit("\n")
let arch = find_arch(st.s)
var c = 0
while c < len(arch.kids) {
let cn = arch.kids[c].s
var rec = null
var i = 0
while i < len(st.kids) { if (st.kids[i].s == cn) { rec = st.kids[i].a }; i = i + 1 }
emit_init_component(e, cn, rec)
c = c + 1
}
let ob = onspawn_body(st.s) # @OnSpawn(Model) hook runs after init
if (ob != null) {
let save = nloc
emit_bind_props(arch, e)
emit_block(ob)
nloc = save
}
} else {
var i = 0
while i < len(st.kids) { emit_init_component(e, st.kids[i].s, st.kids[i].a); i = i + 1 }
}
}
fn emit_despawn(st: Node) -> void {
let v = emit_expr(st.a)
# @OnDespawn: dispatch on the entity's kind and run the matching model's hook
if len(g_ondespawn) > 0 {
let me = itoa(MAX_ENT)
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(v.code); emit("\n")
let kind = emit_bind(`load i32, ptr {kp}`)
var i = 0
while i < len(g_ondespawn) {
let mname = g_ondespawn[i].s
let c = emit_bind(`icmp eq i32 {kind}, {itoa(find_arch_id(mname))}`)
let yes = lbl("dh"); let no = lbl("dhn")
emit(" br i1 "); emit(c); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n")
emit(yes); emit(":\n call void @on_despawn_"); emit(mname); emit("(i32 "); emit(v.code); emit(")\n")
emit(" br label %"); emit(no); emit("\n"); emit(no); emit(":\n")
i = i + 1
}
}
emit(" call void @L_free_entity(i32 "); emit(v.code); emit(")\n")
}
# enable/disable. `<P> on <e>` toggles a property's has-flag on an entity (its
# data persists, so re-enabling restores it, and queries already skip a cleared
# flag). A bare `<Model>` / `<Handler>` flips a global enabled flag.
fn emit_toggle(st: Node) -> void {
var val = "0"; if st.ival == 1 { val = "1" }
if (st.a != null) {
let ev = emit_expr(st.a)
let me = itoa(MAX_ENT)
let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
emit(" store i8 "); emit(val); emit(", ptr "); emit(hp); emit("\n")
var hb: Node = null
if st.ival == 1 { hb = onenable_body(st.s) } else { hb = ondisable_body(st.s) }
if (hb != null) {
let save = nloc
let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(st.s); emit("], ptr @S_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(st.s, vslot, st.s)
emit_block(hb)
nloc = save
}
} else {
var g = "@HE_"; if is_model(st.s) { g = "@ME_" } # model vs handler
emit(" store i32 "); emit(val); emit(", ptr "); emit(g); emit(st.s); emit("\n")
}
}