Adds the rest of the game/entity/property lifecycle as @-hooks, each firing at one timeline moment and reducing to ordinary code: - @OnStart / @OnQuit (program): @OnStart aliases the Start phase; @OnQuit runs in the frame loop's done: block, after the loop stops and before teardown. - @OnDespawn(Model) (entity): a destructor. Despawn doesn't statically know the entity's model, so hooks compile to @on_despawn_<Model>(entity) functions and emit_despawn dispatches on @L_kind. Symmetric with @OnSpawn. - @OnAttach(Property): fires in emit_init_component once a property is attached and seeded, with the property bound by name. Registries + parsing mirror @OnSpawn. examples/lifecycle.ludic narrates the whole timeline (output 1 700 50 950 2). Behaviour-preserving (goldens byte-identical, despawn users unaffected when no hooks registered); test.sh 16/16, fixpoint holds. Deferred: @OnDetach (per-property runtime dispatch) and scene @OnEnter/@OnExit (need scene support in the compiler). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
117 lines
4.9 KiB
Text
117 lines
4.9 KiB
Text
# emit_spawn.ludic — spawn / despawn / self(), and seeding a component's fields
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# from its declared defaults plus any per-spawn overrides.
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fn emit_init_component(e: ptr, comp: ptr, rec: Node) -> void {
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let me = itoa(MAX_ENT)
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let c = find_comp(comp)
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if ptr_is_null(c) { perr(sconcat("spawn: unknown property ", comp)) }
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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")
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emit(" store i8 1, ptr "); emit(hp); emit("\n")
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let slot = nreg()
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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")
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# defaults
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let f = 0
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while f < len(c.kids) {
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let fd = c.kids[f]
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let addr = nreg()
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emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
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let lt = llty(fd.ty)
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let v = "0"
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if streq(lt, "ptr") { v = "null" }
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if not ptr_is_null(fd.a) { let dv = emit_expr(fd.a); v = dv.code }
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emit(" store "); emit(lt); emit(" "); emit(v); emit(", ptr "); emit(addr); emit("\n")
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f = f + 1
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}
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# per-spawn overrides
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if not ptr_is_null(rec) {
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let j = 0
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while j < len(rec.kids) {
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let fi = rec.kids[j]
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let fidx = field_index(c, fi.s)
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if fidx >= 0 {
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let addr = nreg()
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emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(fidx)); emit("\n")
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let dv = emit_expr(fi.a)
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emit(" store "); emit(llty(field_type(c, fi.s))); emit(" "); emit(dv.code); emit(", ptr "); emit(addr); emit("\n")
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}
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j = j + 1
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}
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}
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# @OnAttach(Property) runs once the property is attached and seeded
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let ab = onattach_body(comp)
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if not ptr_is_null(ab) {
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let save = nloc
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let vslot = emit_alloca("ptr")
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emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
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loc_push(comp, vslot, comp)
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emit_block(ab)
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nloc = save
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}
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}
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# bind each of a model's properties to entity `e`'s component storage, so an
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# @OnSpawn hook body can address them by name (like a query binding for one entity).
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fn emit_bind_props(model: Node, e: ptr) -> void {
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let me = itoa(MAX_ENT)
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let c = 0
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while c < len(model.kids) {
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let pname = model.kids[c].s
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let slot = nreg()
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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")
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let vslot = emit_alloca("ptr")
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emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
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loc_push(pname, vslot, pname)
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c = c + 1
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}
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}
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fn emit_spawn(st: Node) -> void {
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let e = emit_bind("call i32 @L_alloc()")
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let ak = find_arch_id(st.s)
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if ak > 0 {
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let me = itoa(MAX_ENT)
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let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(e); emit("\n")
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emit(" store i32 "); emit(itoa(ak)); emit(", ptr "); emit(kp); emit("\n")
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let arch = find_arch(st.s)
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let c = 0
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while c < len(arch.kids) {
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let cn = arch.kids[c].s
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let rec = ptr_null()
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let i = 0
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while i < len(st.kids) { if streq(st.kids[i].s, cn) { rec = st.kids[i].a }; i = i + 1 }
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emit_init_component(e, cn, rec)
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c = c + 1
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}
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let ob = onspawn_body(st.s) # @OnSpawn(Model) hook runs after init
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if not ptr_is_null(ob) {
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let save = nloc
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emit_bind_props(arch, e)
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emit_block(ob)
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nloc = save
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}
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} else {
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let i = 0
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while i < len(st.kids) { emit_init_component(e, st.kids[i].s, st.kids[i].a); i = i + 1 }
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}
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}
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fn emit_despawn(st: Node) -> void {
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let v = emit_expr(st.a)
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# @OnDespawn: dispatch on the entity's kind and run the matching model's hook
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if len(g_ondespawn) > 0 {
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let me = itoa(MAX_ENT)
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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")
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let kind = emit_bind(sconcat("load i32, ptr ", kp))
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let i = 0
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while i < len(g_ondespawn) {
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let mname = g_ondespawn[i].s
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let c = emit_bind(sconcat("icmp eq i32 ", sconcat(kind, sconcat(", ", itoa(find_arch_id(mname))))))
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let yes = lbl("dh"); let no = lbl("dhn")
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emit(" br i1 "); emit(c); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n")
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emit(yes); emit(":\n call void @on_despawn_"); emit(mname); emit("(i32 "); emit(v.code); emit(")\n")
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emit(" br label %"); emit(no); emit("\n"); emit(no); emit(":\n")
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i = i + 1
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}
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}
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emit(" call void @L_free_entity(i32 "); emit(v.code); emit(")\n")
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}
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