ludic/selfhost/backend/game/emit_game.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

734 lines
37 KiB
Text

# emit_game.ludic — system functions and the frame loop. A system compiles to a
# void function; main() boots (Start systems), then runs the per-frame phases in
# order until the game stops. Runtime hooks (rt_init/poll/running/shutdown) are
# called only when the runtime defines them.
function emit_system_fn(sys: Node) -> void {
g_cur_scene = sys.c # scene owning this handler (null if global) — for `become`
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
emit_block(sys.a)
if not g_term { emit(" br label %ret\n") }
emit("ret:\n ret void\n")
code = saved
emit("define void @sys_"); emit(sys.s); emit("() {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
# one enable-gated call to @sys_<d.s> (skipped while the handler is disabled).
function emit_call_one(d: Node) -> void {
let he = emit_bind(`load i32, ptr @HE_{d.s}`)
var hc = emit_bind(`icmp ne i32 {he}, 0`)
# a handler in a toggled layer also gates on its layer's @LE_ flag (byte-identical
# for layers that are never enabled/disabled, since d.b is only read when managed)
if (d.b != null) and is_toggled_layer(d.b.s) {
let le = emit_bind(`load i32, ptr @LE_{d.b.s}`)
let lc = emit_bind(`icmp ne i32 {le}, 0`)
hc = emit_bind(`and i1 {hc}, {lc}`)
}
# N5: an @Server handler (d.ival==1) runs only on the authority (@L_role==1).
# Unmarked and @Predicted handlers run on every peer. Offline @L_role defaults to
# 1, so the guard collapses to "run here" and a non-networked build is unchanged.
if d.ival == 1 {
let rv = emit_bind("load i32, ptr @L_role")
let rc = emit_bind(`icmp eq i32 {rv}, 1`)
hc = emit_bind(`and i1 {hc}, {rc}`)
}
let run = lbl("hrun"); let skip = lbl("hskip")
emit(" br i1 "); emit(hc); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
emit(run); emit(":\n call void @sys_"); emit(d.s); emit("()\n")
emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
}
# Engine-owned systems (#43/#47): systems the compiler injects into the frame
# loop over a component the game merely declares and carries — the ECS hook the
# animation and lighting follow-ups both stand on. Each entry is (component,
# runtime fn, phase); the call is emitted only when the game declares that
# component (so systems.ludic was spliced and the fn exists). They run *after*
# the game's own handlers for the phase, so gameplay this frame is already
# settled when the engine advances animation / accumulates light. Keep the
# component list in sync with uses_engine_systems (emit_ecs.ludic).
function emit_one_engine_system(comp: pointer, fn: pointer) -> void {
if is_system_disabled(fn) { return } # lever 5 (#57): `disable system <fn>` drops the tick
if (find_comp(comp) != null) and (find_fn(fn) != null) {
emit(" call void @fn_"); emit(fn); emit("()\n")
}
}
function emit_engine_systems_for_phase(phase: pointer) -> void {
# #62: registry-driven — core entries (seeded in parse_program) keep their
# historical per-phase order, and packages that appended via @EngineSystem run
# after them in the same phase. Each call is component-gated (no-op when the
# component is absent), so an unused registration is byte-identical.
var i = 0
while i < len(g_esys_comp) {
if (g_esys_phase[i] == phase) { emit_one_engine_system(g_esys_comp[i], g_esys_fn[i]) }
i += 1
}
if (phase == "Update") {
# Tween.* fluent handles (#48): advanced each Update tick when the game uses
# them (gated on g_uses_tween_rt rather than a declared component).
if g_uses_tween_rt and (find_fn("esys_tween") != null) { emit(" call void @fn_esys_tween()\n") }
if has_countdowns() { emit(" call void @L_countdowns()\n") } # `countdown` fields tick toward 0
if g_uses_fx and (find_fn("fx_tick") != null) { emit(" call void @fn_fx_tick()\n") } # Fx.* age and move
}
if (phase == "Render") {
if g_uses_fx and (find_fn("fx_draw") != null) { emit(" call void @fn_fx_draw()\n") } # Fx.* draw after the sprites
}
}
# @L_countdowns(): every `countdown` field of every live entity that carries the
# component steps toward 0 once per Update (never below it). The timer idiom —
# "frames left" fields counted down by hand in a handler — becomes a field type.
function emit_countdown_system() -> void {
let me = itoa(MAX_ENT)
emit("define void @L_countdowns() {\nentry:\n")
emit(" %n = load i32, ptr @L_entc\n br label %loop\nloop:\n")
emit(" %i = phi i32 [ 0, %entry ], [ %i1, %next ]\n")
emit(" %go = icmp slt i32 %i, %n\n br i1 %go, label %body, label %done\nbody:\n")
emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %i\n")
emit(" %al = load i32, ptr %ap\n %alive = icmp ne i32 %al, 0\n br i1 %alive, label %c0, label %next\n")
var k = 0
var i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_COMP {
var any = false
var f = 0
while f < len(d.kids) { if (d.kids[f].ty == "countdown") { any = true }; f += 1 }
if any {
let sk = itoa(k); let nk = itoa(k + 1)
emit("c"); emit(sk); emit(":\n")
emit(" %h"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(d.s); emit(", i32 0, i32 %i\n")
emit(" %hv"); emit(sk); emit(" = load i8, ptr %h"); emit(sk); emit("\n")
emit(" %has"); emit(sk); emit(" = icmp ne i8 %hv"); emit(sk); emit(", 0\n")
emit(" br i1 %has"); emit(sk); emit(", label %t"); emit(sk); emit(", label %c"); emit(nk); emit("\n")
emit("t"); emit(sk); emit(":\n")
emit(" %s"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(d.s); emit("], ptr @S_"); emit(d.s); emit(", i32 0, i32 %i\n")
f = 0
while f < len(d.kids) {
if (d.kids[f].ty == "countdown") {
let fk = sk + ("_") + itoa(f)
emit(" %fa"); emit(fk); emit(" = getelementptr inbounds %Cmp_"); emit(d.s); emit(", ptr %s"); emit(sk); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
emit(" %fv"); emit(fk); emit(" = load i32, ptr %fa"); emit(fk); emit("\n")
emit(" %fp"); emit(fk); emit(" = icmp sgt i32 %fv"); emit(fk); emit(", 0\n")
emit(" %fd"); emit(fk); emit(" = sub i32 %fv"); emit(fk); emit(", 1\n")
emit(" %fn"); emit(fk); emit(" = select i1 %fp"); emit(fk); emit(", i32 %fd"); emit(fk); emit(", i32 %fv"); emit(fk); emit("\n")
emit(" store i32 %fn"); emit(fk); emit(", ptr %fa"); emit(fk); emit("\n")
}
f += 1
}
emit(" br label %c"); emit(nk); emit("\n")
k += 1
}
}
i += 1
}
emit("c"); emit(itoa(k)); emit(":\n br label %next\n")
emit("next:\n %i1 = add i32 %i, 1\n br label %loop\ndone:\n ret void\n}\n\n")
}
# @L_prefab_<Name>(): spawn one prefab with its presets; @L_spawn_prefab(name):
# the runtime dispatch by name that Prefab.spawn(name:) calls (-1 for no such prefab).
function emit_prefab_fn(pre: Node) -> void {
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
g_cur_scene = null
ret_ty = "int"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
let sp = node(S_SPAWN); sp.s = pre.s
let e = emit_spawn(sp)
emit(" ret i32 "); emit(e); emit("\n")
code = saved
emit("define i32 @L_prefab_"); emit(pre.s); emit("() {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
function emit_prefab_fns() -> void {
var i = 0
while i < len(prog) { if prog[i].kind == N_PREFAB { emit_prefab_fn(prog[i]) }; i += 1 }
g_uses_str = true
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_PREFAB {
let lit = node(E_STR); lit.s = d.s
let sv = emit_expr(lit)
let same = emit_bind(`call i32 @lp_str_eq(ptr %name, ptr {sv.code})`)
let hit = emit_bind(`icmp ne i32 {same}, 0`)
let yes = lbl("pf"); let no = lbl("pfn")
emit(" br i1 "); emit(hit); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n")
emit(yes); emit(":\n")
let r = emit_bind(`call i32 @L_prefab_{d.s}()`)
emit(" ret i32 "); emit(r); emit("\n")
emit(no); emit(":\n")
}
i += 1
}
emit(" ret i32 -1\n")
code = saved
emit("define i32 @L_spawn_prefab(ptr %name) {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
# Global handlers run first, then the active scene's layer handlers in
# declaration (draw) order. The active scene is snapshotted once per phase, so a
# `become` mid-phase takes effect at the next phase boundary — exactly one scene
# is active within any single phase. Engine-owned systems for the phase run last.
# --- dynamic (mod-registered) systems, issue #64 -----------------------------
# A prebuilt binary module registers a `void()` system into a phase through the C
# ABI @ludic_register_system(fn, phase); the host's frame loop dispatches every
# registered system for a phase after its own handlers. This mirrors the EV6
# foreign event-listener array, and is the systems analogue of @ludic_register_prop
# (dynamic components). Emitted for every ECS program (the moddability baseline);
# with nothing registered the dispatch loop runs zero times, so a game that hosts
# no modules produces byte-identical output.
const SYS_CAP: int = 64
# stable phase ids shared with modules (see docs — a module passes these to
# @ludic_register_system). Keep in sync with the frame loop's phase order.
function phase_id(phase: pointer) -> int {
if phase == "Input" { return 0 }
if phase == "FixedUpdate" { return 1 }
if phase == "Update" { return 2 }
if phase == "LateUpdate" { return 3 }
if phase == "Render" { return 4 }
if phase == "Start" { return 5 }
if phase == "OnQuit" { return 6 } # the @OnQuit hook's internal slot, never written as `phase OnQuit`
if phase == "Overlay" { return 7 } # HUD/UI pass after the engine drew sprites
perr(`unknown phase '{phase}'`) # the parser rejects these; a desugaring bug if we get here
return 7
}
# the phases a handler may declare — the frame loop's buckets, in the order the
# frame runs them (Start once, then Input … Overlay every tick)
function is_phase_name(name: pointer) -> bool {
if name == "Start" or name == "Input" or name == "FixedUpdate" or name == "Update" { return true }
if name == "LateUpdate" or name == "Render" or name == "Overlay" { return true }
return false
}
# --- binary-module glue (issue #64) ------------------------------------------
# A module compiled with --emit-module carries no main and no world table (the
# consumer owns them). It references the host's reflection ABI, so we (1) declare
# every host-ABI symbol it may call — resolved from the host image at dylib load
# via -undefined dynamic_lookup — and (2) emit a load-time constructor that
# registers the module's @System functions and runs its `module_init` (where it
# registers its dynamic components via world_register_prop). Ludic source cannot
# take a function's address, so the compiler supplies @fn_<name> here.
function emit_module_glue() -> void {
emith("declare i32 @ludic_register_prop(ptr, i32)\n")
emith("declare i32 @ludic_register_system(ptr, i32)\n")
emith("declare i64 @ludic_get(i32, i32, i32)\n")
emith("declare void @ludic_set(i32, i32, i32, i64)\n")
emith("declare i32 @ludic_has(i32, i32)\n")
emith("declare void @ludic_attach_dyn(i32, i32)\n")
emith("declare void @ludic_detach_dyn(i32, i32)\n")
emith("declare i32 @ludic_prop_id(ptr)\n")
emith("declare i32 @ludic_field_id(i32, ptr)\n")
emith("declare i32 @ludic_entity_count()\n")
emith("declare i32 @ludic_kind(i32)\n")
emith("declare i32 @ludic_model_id(ptr)\n")
emith("declare i32 @ludic_spawn(i32)\n")
emith("declare i32 @ludic_query_next(i32, i32)\n")
emith("declare i32 @ludic_prop_count()\n")
emith("declare ptr @ludic_prop_name(i32)\n")
emith("declare i32 @ludic_field_count(i32)\n")
emith("declare ptr @ludic_field_name(i32, i32)\n")
emith("declare ptr @ludic_field_type(i32, i32)\n")
emit("define void @__ludic_mod_init() {\nentry:\n")
if (find_fn("module_init") != null) { emit(" call void @fn_module_init()\n") } # component registration + setup
var i = 0
while i < len(g_mod_sys_fn) {
emit(" call i32 @ludic_register_system(ptr @fn_"); emit(g_mod_sys_fn[i]); emit(", i32 "); emit(itoa(phase_id(g_mod_sys_phase[i]))); emit(")\n")
i += 1
}
emit(" ret void\n}\n\n")
# run @__ludic_mod_init at image load (dyld runs constructors before main)
emith("@llvm.global_ctors = appending global [1 x { i32, ptr, ptr }] [{ i32, ptr, ptr } { i32 65535, ptr @__ludic_mod_init, ptr null }]\n")
}
# the registry globals + the @ludic_register_system C-ABI entry (append fn+phase)
function emit_system_registry() -> void {
let cap = itoa(SYS_CAP)
emith("@sysreg_fn = global ["); emith(cap); emith(" x ptr] zeroinitializer\n")
emith("@sysreg_phase = global ["); emith(cap); emith(" x i32] zeroinitializer\n")
emith("@sysreg_count = global i32 0\n")
emit("define i32 @ludic_register_system(ptr %fn, i32 %phase) {\nentry:\n")
emit(" %n = load i32, ptr @sysreg_count\n")
emit(" %ok = icmp slt i32 %n, "); emit(cap); emit("\n")
emit(" br i1 %ok, label %add, label %drop\n")
emit("add:\n")
emit(" %fp = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @sysreg_fn, i32 0, i32 %n\n")
emit(" store ptr %fn, ptr %fp\n")
emit(" %pp = getelementptr inbounds ["); emit(cap); emit(" x i32], ptr @sysreg_phase, i32 0, i32 %n\n")
emit(" store i32 %phase, ptr %pp\n")
emit(" %n1 = add i32 %n, 1\n store i32 %n1, ptr @sysreg_count\n ret i32 %n\n")
emit("drop:\n ret i32 -1\n}\n\n")
}
# the per-phase dispatch loop: call every registered system whose phase matches.
# phi-based (no alloca — this is emitted inline into @main / the tick helpers,
# which have no falloc entry block). Names/labels come from nreg()/lbl() so the
# five per-frame calls in one function never collide.
function emit_dyn_systems_for_phase(phase: pointer) -> void {
let cap = itoa(SYS_CAP)
let pid = itoa(phase_id(phase))
let iv = nreg(); let inext = nreg()
let pre = lbl("dsp"); let head = lbl("dsh"); let body = lbl("dsb"); let doo = lbl("dsdo"); let cont = lbl("dsc"); let done = lbl("dsn")
emit(" br label %"); emit(pre); emit("\n")
emit(pre); emit(":\n br label %"); emit(head); emit("\n")
emit(head); emit(":\n")
emit(" "); emit(iv); emit(" = phi i32 [ 0, %"); emit(pre); emit(" ], [ "); emit(inext); emit(", %"); emit(cont); emit(" ]\n")
let nn = emit_bind("load i32, ptr @sysreg_count")
let go = emit_bind(`icmp slt i32 {iv}, {nn}`)
emit(" br i1 "); emit(go); emit(", label %"); emit(body); emit(", label %"); emit(done); emit("\n")
emit(body); emit(":\n")
let pp = nreg(); emit(" "); emit(pp); emit(" = getelementptr inbounds ["); emit(cap); emit(" x i32], ptr @sysreg_phase, i32 0, i32 "); emit(iv); emit("\n")
let ph = emit_bind(`load i32, ptr {pp}`)
let m = emit_bind(`icmp eq i32 {ph}, {pid}`)
emit(" br i1 "); emit(m); emit(", label %"); emit(doo); emit(", label %"); emit(cont); emit("\n")
emit(doo); emit(":\n")
let fp = nreg(); emit(" "); emit(fp); emit(" = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @sysreg_fn, i32 0, i32 "); emit(iv); emit("\n")
let fn = emit_bind(`load ptr, ptr {fp}`)
emit(" call void "); emit(fn); emit("()\n")
emit(" br label %"); emit(cont); emit("\n")
emit(cont); emit(":\n "); emit(inext); emit(" = add i32 "); emit(iv); emit(", 1\n br label %"); emit(head); emit("\n")
emit(done); emit(":\n")
}
function emit_calls_for_phase(phase: pointer) -> void {
var i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_SYS and (d.ty == phase) and (d.c == null) { emit_call_one(d) }
i += 1
}
# any scene-owned handlers in this phase? gate them on one @L_scene snapshot.
var has_sc = false
i = 0
while i < len(prog) { let d = prog[i]; if d.kind == N_SYS and (d.ty == phase) and (d.c != null) { has_sc = true }; i += 1 }
if has_sc {
let cs = emit_bind("load i32, ptr @L_scene")
i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_SYS and (d.ty == phase) and (d.c != null) {
let ce = emit_bind(`icmp eq i32 {cs}, {itoa(d.c.ival)}`)
let run = lbl("scrun"); let skip = lbl("scskip")
emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
emit(run); emit(":\n")
emit_call_one(d)
emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
}
i += 1
}
}
emit_engine_systems_for_phase(phase) # engine-owned systems run after every user handler
emit_dyn_systems_for_phase(phase) # #64: mod-registered systems run last
if (phase == "Overlay") { emit_scene_menu_render() } # a scene's `shows` menu paints last
}
# the menu of the live `scene X shows Menu`, drawn on top of everything else
function emit_scene_menu_render() -> void {
var any = false
var i = 0
while i < len(g_scenes) { if (g_scenes[i].ty != null) { any = true }; i += 1 }
if not any { return }
let cs = emit_bind("load i32, ptr @L_scene")
i = 0
while i < len(g_scenes) {
let sc = g_scenes[i]
if (sc.ty != null) {
let ce = emit_bind(`icmp eq i32 {cs}, {itoa(sc.ival)}`)
let run = lbl("mrun"); let skip = lbl("mskip")
emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
emit(run); emit(":\n call void @fn_rt_ui_render()\n")
emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
}
i += 1
}
}
# on enter / on exit compile to void functions @scene_enter_<Name> /
# @scene_exit_<Name>, called at the transition point (and enter at boot for the
# start scene). Emitted for every scene, empty body when the hook is absent.
function emit_scene_fn(name: pointer, kind: pointer, body: Node, menu: pointer) -> void {
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
# `scene X shows Menu`: a free cursor and the menu open on enter, closed on exit
if (menu != null) and (kind == "enter") {
if (find_fn("input_cursor_mode") != null) { emit(" call void @fn_input_cursor_mode(i32 0)\n") }
emit(" call void @fn_rt_ui_open(i32 "); emit(itoa(ui_index_of("UI_" + menu))); emit(")\n")
}
if (menu != null) and (kind == "exit") { emit(" call void @fn_rt_ui_close()\n") }
if (body != null) { emit_block(body) }
# EV1: a `public` scene fires scene_<S>_enter / scene_<S>_exit after its block
let sev = `scene_{name}_{kind}`
if (not g_term) and (find_event(sev) != null) { emit(" call void @ev_"); emit(sev); emit("()\n") }
if not g_term { emit(" br label %ret\n") }
emit("ret:\n ret void\n")
code = saved
emit("define void @scene_"); emit(kind); emit("_"); emit(name); emit("() {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
function emit_scene_hooks() -> void {
var i = 0
while i < len(g_scenes) {
let sc = g_scenes[i]
g_cur_scene = sc
emit_scene_fn(sc.s, "enter", sc.a, sc.ty)
emit_scene_fn(sc.s, "exit", sc.b, sc.ty)
i += 1
}
g_cur_scene = null
if len(g_scenes) > 0 { emit_scene_leave_fn() } # a program without scenes has no @L_scene
}
# @L_scene_leave(): run the on-exit hook of whichever scene is live — what a
# `become` outside any scene's own handlers (a global handler, an @On listener,
# a plain function) calls, since it cannot know the leaving scene at compile time.
function emit_scene_leave_fn() -> void {
emit("define void @L_scene_leave() {\nentry:\n")
emit(" %s = load i32, ptr @L_scene\n")
var i = 0
while i < len(g_scenes) {
let sc = g_scenes[i]
let k = itoa(i)
emit(" %is"); emit(k); emit(" = icmp eq i32 %s, "); emit(itoa(sc.ival)); emit("\n")
emit(" br i1 %is"); emit(k); emit(", label %leave"); emit(k); emit(", label %next"); emit(k); emit("\n")
emit("leave"); emit(k); emit(":\n call void @scene_exit_"); emit(sc.s); emit("()\n ret void\n")
emit("next"); emit(k); emit(":\n")
i += 1
}
emit(" ret void\n}\n\n")
}
# @OnDespawn(Model) hooks compile to `@on_despawn_<Model>(entity, reason)`
# functions that bind the model's properties and run the body — dispatched by
# kind at `despawn`. LC1: the `i32 %reason` parameter carries an EndReason; when
# the hook declared `reason: r`, `r` is bound as an int local reading it.
function emit_despawn_hooks() -> void {
var i = 0
while i < len(g_ondespawn) {
let hk = g_ondespawn[i]
let model = find_arch(hk.s)
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
if (hk.ty != null) { # bind the reason: r name to %reason
let rslot = emit_alloca("i32")
emit(" store i32 %reason, ptr "); emit(rslot); emit("\n")
loc_push(hk.ty, rslot, "int")
}
emit_bind_props(model, "%e")
emit_block(hk.a)
if not g_term { emit(" br label %ret\n") }
emit("ret:\n ret void\n")
code = saved
emit("define void @on_despawn_"); emit(hk.s); emit("(i32 %e, i32 %reason) {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
i += 1
}
emit_despawn_all_fn()
}
# #84 — @fn_world_despawn(e): the runtime-callable despawn, used by the
# world-bounds kill policy and World.despawn(e). Same per-kind @OnDespawn dispatch
# as the `despawn` statement (emit_despawn) but reading a runtime %e, then the
# entity-scoped-listener sweep and the slot free. Emitted from emit_program's tail
# only when a world_despawn call was emitted (g_uses_world_despawn), after all uses
# are seen — so a program that never despawns by id is byte-identical.
function emit_world_despawn_fn() -> void {
emit("define void @fn_world_despawn(i32 %e) {\nentry:\n")
if len(g_ondespawn) > 0 {
let me = itoa(MAX_ENT)
emit(" %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %e\n")
emit(" %k = load i32, ptr %kp\n")
var i = 0
while i < len(g_ondespawn) {
let mname = g_ondespawn[i].s
let si = itoa(i)
emit(" %c"); emit(si); emit(" = icmp eq i32 %k, "); emit(itoa(find_arch_id(mname))); emit("\n")
emit(" br i1 %c"); emit(si); emit(", label %hit"); emit(si); emit(", label %next"); emit(si); emit("\n")
emit("hit"); emit(si); emit(":\n call void @on_despawn_"); emit(mname); emit("(i32 %e, i32 0)\n") # reason = Despawned
let dev = `model_{mname}_despawn`
if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 %e, i32 0)\n") }
emit(" br label %next"); emit(si); emit("\n")
emit("next"); emit(si); emit(":\n")
i += 1
}
}
if len(g_events) > 0 { emit(" call void @ludic_sweep_entity(i32 %e)\n") } # EV5: drop entity-scoped listeners
emit(" call void @L_free_entity(i32 %e)\n")
emit(" ret void\n}\n\n")
}
# LC1 "no silent deaths": at program shutdown every still-live entity's despawn
# hook fires with reason Quit, so teardown that must run on exit is not skipped.
# @L_despawn_all(reason) walks the live set and dispatches each entity by kind —
# the same per-model dispatch as `despawn`, but without freeing (the process is
# ending). Emitted only when the program has @OnDespawn hooks, so despawn-free
# programs are byte-for-byte unchanged.
function emit_despawn_all_fn() -> void {
if len(g_ondespawn) == 0 { return }
let me = itoa(MAX_ENT)
emit("define void @L_despawn_all(i32 %reason) {\nentry:\n br label %loop\n")
emit("loop:\n %i = phi i32 [ 0, %entry ], [ %i1, %cont ]\n")
emit(" %n = load i32, ptr @L_entc\n %go = icmp slt i32 %i, %n\n")
emit(" br i1 %go, label %body, label %fin\n")
emit("body:\n %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %i\n")
emit(" %al = load i32, ptr %ap\n %isa = icmp ne i32 %al, 0\n")
emit(" br i1 %isa, label %do, label %cont\n")
emit("do:\n %kp = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 %i\n")
emit(" %k = load i32, ptr %kp\n")
var i = 0
while i < len(g_ondespawn) {
let mname = g_ondespawn[i].s
let si = itoa(i)
emit(" %c"); emit(si); emit(" = icmp eq i32 %k, "); emit(itoa(find_arch_id(mname))); emit("\n")
emit(" br i1 %c"); emit(si); emit(", label %hit"); emit(si); emit(", label %next"); emit(si); emit("\n")
emit("hit"); emit(si); emit(":\n call void @on_despawn_"); emit(mname); emit("(i32 %i, i32 %reason)\n")
let dev = `model_{mname}_despawn` # EV1: @Public despawn event at shutdown
if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 %i, i32 %reason)\n") }
emit(" br label %next"); emit(si); emit("\n")
emit("next"); emit(si); emit(":\n")
i += 1
}
emit(" br label %cont\n")
emit("cont:\n %i1 = add i32 %i, 1\n br label %loop\n")
emit("fin:\n ret void\n}\n\n")
}
# EV0: each declared `event E` compiles to a `@ev_<E>(payload…)` function whose
# body is (1) its `@On(E)` listeners concatenated in declaration order — the
# closed, compile-time half — then (2) a loop over a runtime listener array, the
# open half a mod in another language joins through the C ABI. The payload fields
# arrive as params (%p0, %p1, …), bound by name so a listener body reads them bare
# (like a query/hook binding). Emitted only when g_events is non-empty, so an
# event-free program is byte-for-byte unchanged.
#
# The runtime half is the deliberate opt-in exception to "no dispatch tables":
# %Ev_<E> — the POD payload struct passed by pointer to foreign listeners
# @evL_<E> — a fixed-capacity [16 x ptr] array of foreign callbacks
# @evN_<E> — how many are registered (registration order = dispatch order)
# @ludic_on_<E>(ptr cb) -> i32 — the C ABI: a mod appends its callback
# A native Ludic listener costs a direct call; a foreign one costs one indirect
# call. With no foreign listeners registered the loop runs zero times (one branch).
const EV_CAP: int = 16
# EV6 — re-entrant emit is bounded: a listener may `emit` another event, but the
# nesting is capped so an event cycle traps as an early return instead of hanging
# the frame. @ev_depth counts the live dispatch nesting; past the cap a dispatch
# returns immediately (a cancellable event returns "not cancelled").
const EV_DEPTH_CAP: int = 32
function emit_event_fns() -> void {
emith("@ev_depth = global i32 0\n") # EV6 re-entrancy counter
var e = 0
while e < len(g_events) {
let ev = g_events[e]
let en = ev.s
let cap = itoa(EV_CAP)
# --- module-level: payload struct + the foreign listener registry (into head)
# A cancellable event's payload carries a trailing i32 `cancelled` flag that a
# listener (native or foreign) can set; the caller reads it back.
emith("%Ev_"); emith(en); emith(" = type { ")
var t = 0
while t < len(ev.kids) {
if t > 0 { emith(", ") }
emith(llty(ev.kids[t].ty))
t += 1
}
if ev.ival == 1 { if len(ev.kids) > 0 { emith(", ") }; emith("i32") }
emith(" }\n")
emith("@evL_"); emith(en); emith(" = global ["); emith(cap); emith(" x ptr] zeroinitializer\n")
emith("@evN_"); emith(en); emith(" = global i32 0\n")
# EV5: a parallel owner array — -1 = program-scoped (never swept), >=0 = the
# entity that owns the listener (swept when that entity despawns).
emith("@evO_"); emith(en); emith(" = global ["); emith(cap); emith(" x i32] zeroinitializer\n")
# --- @ludic_on_<E>(cb): append a program-scoped callback, return a token
emit("define i32 @ludic_on_"); emit(en); emit("(ptr %cb) {\nentry:\n")
emit(" %n = load i32, ptr @evN_"); emit(en); emit("\n")
emit(" %full = icmp slt i32 %n, "); emit(cap); emit("\n")
emit(" br i1 %full, label %add, label %drop\n")
emit("add:\n %slot = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @evL_"); emit(en); emit(", i32 0, i32 %n\n")
emit(" store ptr %cb, ptr %slot\n")
emit(" %oslot = getelementptr inbounds ["); emit(cap); emit(" x i32], ptr @evO_"); emit(en); emit(", i32 0, i32 %n\n")
emit(" store i32 -1, ptr %oslot\n")
emit(" %n1 = add i32 %n, 1\n store i32 %n1, ptr @evN_"); emit(en); emit("\n ret i32 %n\n")
emit("drop:\n ret i32 -1\n}\n\n") # registry full: reject (token -1)
# --- @ludic_on_entity_<E>(owner, cb): append an entity-scoped callback
emit("define i32 @ludic_on_entity_"); emit(en); emit("(i32 %owner, ptr %cb) {\nentry:\n")
emit(" %n = load i32, ptr @evN_"); emit(en); emit("\n")
emit(" %full = icmp slt i32 %n, "); emit(cap); emit("\n")
emit(" br i1 %full, label %add, label %drop\n")
emit("add:\n %slot = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @evL_"); emit(en); emit(", i32 0, i32 %n\n")
emit(" store ptr %cb, ptr %slot\n")
emit(" %oslot = getelementptr inbounds ["); emit(cap); emit(" x i32], ptr @evO_"); emit(en); emit(", i32 0, i32 %n\n")
emit(" store i32 %owner, ptr %oslot\n")
emit(" %n1 = add i32 %n, 1\n store i32 %n1, ptr @evN_"); emit(en); emit("\n ret i32 %n\n")
emit("drop:\n ret i32 -1\n}\n\n")
# --- @ludic_off_<E>(token): remove a listener (tombstone the slot to null)
emit("define void @ludic_off_"); emit(en); emit("(i32 %tok) {\nentry:\n")
emit(" %n = load i32, ptr @evN_"); emit(en); emit("\n")
emit(" %lo = icmp sge i32 %tok, 0\n %hi = icmp slt i32 %tok, %n\n %ok = and i1 %lo, %hi\n")
emit(" br i1 %ok, label %do, label %skip\n")
emit("do:\n %slot = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @evL_"); emit(en); emit(", i32 0, i32 %tok\n")
emit(" store ptr null, ptr %slot\n br label %skip\n")
emit("skip:\n ret void\n}\n\n")
# --- @ev_<E>(payload): fire compile-time listeners, then foreign ones
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
g_cur_scene = null # a listener belongs to no scene: `become` leaves the live one
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
# EV6: bound re-entrant emit — past EV_DEPTH_CAP, return without dispatching
emit(" %evd = load i32, ptr @ev_depth\n")
emit(" %evover = icmp sge i32 %evd, "); emit(itoa(EV_DEPTH_CAP)); emit("\n")
emit(" br i1 %evover, label %evcap, label %evgo\n")
emit("evcap:\n")
if ev.ival == 1 { emit(" ret i32 0\n") } else { emit(" ret void\n") }
emit("evgo:\n")
emit(" %evd1 = add i32 %evd, 1\n store i32 %evd1, ptr @ev_depth\n")
# a stack copy of the payload, passed by pointer to every foreign listener
let pl = emit_alloca(`%Ev_{en}`)
# bind each field: store the param into the payload struct AND a name slot the
# compile-time listener bodies read bare.
var f = 0
while f < len(ev.kids) {
let fd = ev.kids[f]
let lt = llty(fd.ty)
let pa = nreg(); emit(" "); emit(pa); emit(" = getelementptr inbounds %Ev_"); emit(en); emit(", ptr "); emit(pl); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
emit(" store "); emit(lt); emit(" %p"); emit(itoa(f)); emit(", ptr "); emit(pa); emit("\n")
let slot = emit_alloca(lt)
emit(" store "); emit(lt); emit(" %p"); emit(itoa(f)); emit(", ptr "); emit(slot); emit("\n")
loc_push(fd.s, slot, fd.ty)
f += 1
}
# cancellable: zero the flag and expose its address to `cancel` in the listeners
var caddr = null
if ev.ival == 1 {
caddr = nreg(); emit(" "); emit(caddr); emit(" = getelementptr inbounds %Ev_"); emit(en); emit(", ptr "); emit(pl); emit(", i32 0, i32 "); emit(itoa(len(ev.kids))); emit("\n")
emit(" store i32 0, ptr "); emit(caddr); emit("\n")
g_cancel_addr = caddr
}
let base = nloc # listeners share the params but not each other's locals
var i = 0
while i < len(g_onlisten) {
if (g_onlisten[i].s == en) { nloc = base; g_term = false; emit_block(g_onlisten[i].a) }
i += 1
}
# the open half: walk the foreign callback array in registration order
if not g_term {
let ci = emit_alloca("i32"); emit(" store i32 0, ptr "); emit(ci); emit("\n")
let L = lbl("evl"); let B = lbl("evb"); let D = lbl("evd")
emit(" br label %"); emit(L); emit("\n")
emit(L); emit(":\n")
let iv = emit_bind(`load i32, ptr {ci}`)
let nn = emit_bind(`load i32, ptr @evN_{en}`)
let go = emit_bind(`icmp slt i32 {iv}, {nn}`)
emit(" br i1 "); emit(go); emit(", label %"); emit(B); emit(", label %"); emit(D); emit("\n")
emit(B); emit(":\n")
let sp = nreg(); emit(" "); emit(sp); emit(" = getelementptr inbounds ["); emit(cap); emit(" x ptr], ptr @evL_"); emit(en); emit(", i32 0, i32 "); emit(iv); emit("\n")
let cb = emit_bind(`load ptr, ptr {sp}`)
let cbn = emit_bind(`icmp eq ptr {cb}, null`) # EV5: a removed (off) listener is null — skip it
let doc = lbl("evdo"); let skp = lbl("evsk")
emit(" br i1 "); emit(cbn); emit(", label %"); emit(skp); emit(", label %"); emit(doc); emit("\n")
emit(doc); emit(":\n")
emit(" call void "); emit(cb); emit("(ptr "); emit(pl); emit(")\n")
emit(" br label %"); emit(skp); emit("\n")
emit(skp); emit(":\n")
let i2 = emit_bind(`add i32 {iv}, 1`)
emit(" store i32 "); emit(i2); emit(", ptr "); emit(ci); emit("\n")
emit(" br label %"); emit(L); emit("\n")
emit(D); emit(":\n")
emit(" br label %ret\n")
}
emit("ret:\n")
emit(" %evdd = load i32, ptr @ev_depth\n %evdd1 = sub i32 %evdd, 1\n store i32 %evdd1, ptr @ev_depth\n") # EV6: leave one nesting level
if ev.ival == 1 { # return the (possibly set) cancelled flag
let cv = emit_bind(`load i32, ptr {caddr}`)
emit(" ret i32 "); emit(cv); emit("\n")
} else { emit(" ret void\n") }
g_cancel_addr = null # leaves listener scope
code = saved
var rt = "void"; if ev.ival == 1 { rt = "i32" }
emit("define "); emit(rt); emit(" @ev_"); emit(en); emit("(")
var g = 0
while g < len(ev.kids) {
if g > 0 { emit(", ") }
emit(llty(ev.kids[g].ty)); emit(" %p"); emit(itoa(g))
g += 1
}
emit(") {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
e += 1
}
# EV5: @ludic_sweep_entity(owner) — remove every entity-scoped listener owned by
# a despawning entity, across all events. Called from `despawn`, so a listener
# bound to an entity cannot outlive it (the Node listener-leak footgun, gone).
let capS = itoa(EV_CAP)
emit("define void @ludic_sweep_entity(i32 %owner) {\nentry:\n %ci = alloca i32\n store i32 0, ptr %ci\n br label %sw0\n")
var e2 = 0
while e2 < len(g_events) {
let en2 = g_events[e2].s; let sk = itoa(e2)
emit("sw"); emit(sk); emit(":\n")
emit(" %swi"); emit(sk); emit(" = load i32, ptr %ci\n")
emit(" %swn"); emit(sk); emit(" = load i32, ptr @evN_"); emit(en2); emit("\n")
emit(" %swg"); emit(sk); emit(" = icmp slt i32 %swi"); emit(sk); emit(", %swn"); emit(sk); emit("\n")
emit(" br i1 %swg"); emit(sk); emit(", label %swb"); emit(sk); emit(", label %swd"); emit(sk); emit("\n")
emit("swb"); emit(sk); emit(":\n")
emit(" %swop"); emit(sk); emit(" = getelementptr inbounds ["); emit(capS); emit(" x i32], ptr @evO_"); emit(en2); emit(", i32 0, i32 %swi"); emit(sk); emit("\n")
emit(" %swov"); emit(sk); emit(" = load i32, ptr %swop"); emit(sk); emit("\n")
emit(" %swm"); emit(sk); emit(" = icmp eq i32 %swov"); emit(sk); emit(", %owner\n")
emit(" br i1 %swm"); emit(sk); emit(", label %swh"); emit(sk); emit(", label %swx"); emit(sk); emit("\n")
emit("swh"); emit(sk); emit(":\n")
emit(" %swlp"); emit(sk); emit(" = getelementptr inbounds ["); emit(capS); emit(" x ptr], ptr @evL_"); emit(en2); emit(", i32 0, i32 %swi"); emit(sk); emit("\n")
emit(" store ptr null, ptr %swlp"); emit(sk); emit("\n br label %swx"); emit(sk); emit("\n")
emit("swx"); emit(sk); emit(":\n")
emit(" %swinc"); emit(sk); emit(" = add i32 %swi"); emit(sk); emit(", 1\n store i32 %swinc"); emit(sk); emit(", ptr %ci\n br label %sw"); emit(sk); emit("\n")
emit("swd"); emit(sk); emit(":\n store i32 0, ptr %ci\n")
if (e2 + 1) < len(g_events) { emit(" br label %sw"); emit(itoa(e2 + 1)); emit("\n") }
else { emit(" ret void\n") }
e2 += 1
}
emit("}\n\n")
}