ludic/selfhost/backend/stdlib/emit_log.ludic
Orkuncakilkaya 647dfec334 feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
  slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
  fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
  int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
  `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
  and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
  Node.file + Node.line set by node()); tok_desc() in expectation errors;
  duplicate `function` names and unknown `phase` names are reported in
  source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
  `is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
  (docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
  Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:16 +03:00

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# emit_log.ludic — the Log.* namespace: levelled, structured logging, the default
# way to answer "what is my game doing?" and "why did that break?" — better than
# scattered `print` calls. Lines go to standard error (so they never pollute a
# program's real stdout) with a level tag and optional structured key=value
# fields, gated by a runtime threshold so release builds can go quiet.
#
# Log.trace(msg, [k, v]...) most verbose level 0
# Log.debug(msg, [k, v]...) development detail level 1
# Log.info(msg, [k, v]...) normal operation level 2
# Log.warn(msg, [k, v]...) something looks wrong level 3
# Log.error(msg, [k, v]...) a failure level 4
# Log.set_level(n) show only level >= n (0 = all, the default)
# Log.level() the current threshold -> int
#
# Structured fields are optional trailing key/value pairs appended as ` key=value`;
# values may be strings, ints, or longs (numbers are formatted for you), so
# `Log.warn("missing texture", "path", p, "id", n)` is cheap to write and easy to
# grep. The level tag is chosen at compile time from the method name, so a
# disabled level costs only the threshold comparison at runtime.
#
# Determinism: logging writes to stderr and never touches the simulation, so it
# has no effect on gameplay or replays. This v1 ships the console (stderr) sink;
# file-with-rotation and in-engine overlay sinks are planned follow-ups.
function is_log_ns(meth: pointer) -> bool {
if (meth == "trace") or (meth == "debug") or (meth == "info") { return true }
if (meth == "warn") or (meth == "error") { return true }
if (meth == "set_level") or (meth == "level") { return true }
return false
}
# format any value as a string for a log field: a string passes through, a long
# and an int are converted the same way the `string(...)` builtin does.
function log_stringify(v: Val) -> pointer {
if (llty(v.ty) == "ptr") { return v.code }
if (llty(v.ty) == "i64") { g_uses_longstr = true; return emit_bind(`call ptr @lp_long_str(i64 {v.code})`) }
g_uses_intstr = true
return emit_bind(`call ptr @lp_int_str(i32 {v.code})`)
}
function emit_log_ns(meth: pointer, e: Node) -> Val {
g_uses_logrt = true
if (meth == "set_level") { # raise/lower the threshold
let n = emit_expr(e.kids[0])
emit(` store i32 {n.code}, ptr @L_log_level\n`)
return val("0", "void")
}
if (meth == "level") { # read the current threshold
return val(emit_bind("load i32, ptr @L_log_level"), "int")
}
# a level method: tag + numeric level chosen at compile time from the name.
var lvl = "2"; var pfx = "[INFO] "
if (meth == "trace") { lvl = "0"; pfx = "[TRACE] " }
if (meth == "debug") { lvl = "1"; pfx = "[DEBUG] " }
if (meth == "warn") { lvl = "3"; pfx = "[WARN] " }
if (meth == "error") { lvl = "4"; pfx = "[ERROR] " }
g_uses_str = true
# line = "[LEVEL] " + msg, then " key=value" for each trailing pair
var line = val(emit_str_const(pfx), "string")
let msg = emit_expr(e.kids[0])
line = emit_str_op("+", line, val(log_stringify(msg), "string"))
var i = 1
while (i + 1) < len(e.kids) {
let k = emit_expr(e.kids[i])
let v = emit_expr(e.kids[i + 1])
line = emit_str_op("+", line, val(emit_str_const(" "), "string"))
line = emit_str_op("+", line, val(log_stringify(k), "string"))
line = emit_str_op("+", line, val(emit_str_const("="), "string"))
line = emit_str_op("+", line, val(log_stringify(v), "string"))
i += 2
}
emit(` call void @lp_log_emit(i32 {lvl}, ptr {line.code})\n`)
return val("0", "void")
}
# emit_log_prelude — the log level register and the console sink, emitted once per
# program that uses Log.* (g_uses_logrt). @lp_log_emit checks the threshold and,
# if the message is at or above it, writes the line + newline to stderr.
function emit_log_prelude() -> void {
emith("@L_log_level = global i32 0\n")
emith("@.log_nl = private unnamed_addr constant [2 x i8] c\"\\0A\\00\"\n")
emith("define void @lp_log_emit(i32 %lvl, ptr %s) {\n")
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")
emith("go:\n %e = load ptr, ptr @__stderrp\n %n = call i64 @strlen(ptr %s)\n")
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")
emith("done:\n ret void\n}\n")
}