Every per-entity store (@S_ components, @H_ flags, alive, kind, freelist, owners) is a heap block
L_grow doubles from 1024 as L_alloc hands out a slot past it, the new slots zeroed; each site loads
the store's base where it indexes it (ecs_base, its registers %ecsb* so a raw function's t0 labels
cannot collide). Prop.has bounds against @L_cap, Pool.capacity answers it, a mod's registered
stores grow with the rest, every main grows the stores once before anything reads them. A snapshot
records its slot count first and a load grows to it before reading back. The overflow stop of
1c7ce84 is gone with the wall. ludic-dev test 305 passed, selfhost-test 33 passed; 1000 / 5000 /
100000 entities spawn and count.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
304 lines
14 KiB
Text
304 lines
14 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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# run a hook body with `self()` bound to entity `e` (a constructor knows its entity)
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function emit_hook_with_self(e: pointer, body: Node) -> void {
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let sslot = emit_alloca("i32")
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emit(" store i32 "); emit(e); emit(", ptr "); emit(sslot); emit("\n")
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if nself < len(self_stk) { self_stk[nself] = sslot } else { push(self_stk, sslot) }
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nself += 1
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emit_block(body)
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nself -= 1
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}
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function emit_init_component(e: pointer, comp: pointer, 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 (c == null) { perr(`spawn: unknown property {comp}`) }
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let eb1 = ecs_base(`H_{comp}`)
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb1); emit(", 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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let eb2 = ecs_base(`S_{comp}`)
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emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(eb2); emit(", i32 "); emit(e); emit("\n")
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# defaults
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var 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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var v = zero_of(lt)
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if (fd.a != null) { let dv = emit_expr(fd.a); v = coerce_code(dv, fd.ty) }
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emit(" store "); emit(lt); emit(" "); emit(v); emit(", ptr "); emit(addr); emit("\n")
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f += 1
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}
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# per-spawn overrides
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if (rec != null) {
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var 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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let fty = field_type(c, fi.s)
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let dcode = coerce_code(dv, fty)
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emit(" store "); emit(llty(fty)); emit(" "); emit(dcode); emit(", ptr "); emit(addr); emit("\n")
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}
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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 (ab != null) {
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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_hook_with_self(e, ab)
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nloc = save
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}
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# EV1: a @Public attach hook fires prop_<P>_attach with the entity
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let aev = `prop_{comp}_attach`
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if (find_event(aev) != null) { emit(" call void @ev_"); emit(aev); emit("(i32 "); emit(e); emit(")\n") }
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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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function emit_bind_props(model: Node, e: pointer) -> void {
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let me = itoa(MAX_ENT)
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var 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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let eb3 = ecs_base(`S_{pname}`)
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emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(pname); emit(", ptr "); emit(eb3); emit(", 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 += 1
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}
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}
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# the record for component `cn` in a spawn or prefab node (null when absent)
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function spawn_record(n: Node, cn: pointer) -> Node {
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if (n == null) { return null }
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var i = 0
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while i < len(n.kids) { if (n.kids[i].s == cn) { return n.kids[i].a }; i += 1 }
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return null
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}
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# a prefab's preset fields with the spawn's own overrides after them (later wins)
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function merge_records(base: Node, over: Node) -> Node {
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if (base == null) { return over }
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if (over == null) { return base }
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let m = node(E_REC)
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var i = 0
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while i < len(base.kids) { push(m.kids, base.kids[i]); i += 1 }
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i = 0
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while i < len(over.kids) { push(m.kids, over.kids[i]); i += 1 }
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return m
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}
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# the model behind a spawn name: a model itself, or the model at the end of a
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# prefab chain (`prefab Grunt: Foe`, `prefab Foe: Creature` -> Creature)
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function spawn_model(name: pointer) -> pointer {
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var n = name
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var depth = 0
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while true {
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let p = find_prefab(n)
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if (p == null) { return n }
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n = p.ty
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depth += 1
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if depth > 16 { perr(`prefab {name}: the chain of prefabs never reaches a model`) }
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}
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return n
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}
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# the preset record for component `cn` along a prefab chain, base prefabs first
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function prefab_record(name: pointer, cn: pointer) -> Node {
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let p = find_prefab(name)
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if (p == null) { return null }
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return merge_records(prefab_record(p.ty, cn), spawn_record(p, cn))
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}
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# The threads rule's debug guard: a Job.parallel_for worker computes on what it was handed and
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# never changes the world, so spawn and despawn stop the program when a pool thread reaches them.
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# Emitted only into programs that use Job/Promise/Sync, which are the only ones with a pool.
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function emit_worker_guard(what: pointer, line: int) -> void {
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if not g_uses_jobs { return }
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g_uses_panic = true
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let w = emit_bind("call i32 @thr_is_worker()")
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let on = emit_bind(`icmp ne i32 {w}, 0`)
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let lok = lbl("wgok"); let lbad = lbl("wgbad")
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emit(` br i1 {on}, label %{lbad}, label %{lok}\n`)
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emit(`{lbad}:\n`)
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let prefix = emit_str_const(`{g_src_name}:{itoa(line)}: panic: `)
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let m = emit_str_const(`{what} on a Job.parallel_for worker thread (workers must not change the world)`)
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let se = emit_bind(stdstream_rhs(2))
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emit(` call i32 (ptr, ptr, ...) @fprintf(ptr {se}, ptr @.fmt_panic, ptr {prefix}, ptr {m})\n`)
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emit(" call void @exit(i32 1)\n unreachable\n")
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emit(`{lok}:\n`)
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}
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function emit_spawn(st: Node) -> pointer {
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emit_worker_guard("spawn", st.line)
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let e = emit_bind("call i32 @L_alloc()")
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let model = spawn_model(st.s)
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let ak = find_arch_id(model)
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if (find_prefab(st.s) != null) and (ak == 0) { perr(`prefab {st.s}: unknown model {model}`) }
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if ak > 0 {
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let me = itoa(MAX_ENT)
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let eb4 = ecs_base("L_kind")
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let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds i32, ptr "); emit(eb4); emit(", 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(model)
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var 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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emit_init_component(e, cn, merge_records(prefab_record(st.s, cn), spawn_record(st, cn)))
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c += 1
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}
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let ob = onspawn_body(model) # @OnSpawn(Model) hook runs after init
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if (ob != null) {
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let save = nloc
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emit_bind_props(arch, e)
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emit_hook_with_self(e, ob)
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nloc = save
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}
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# EV1: a @Public spawn hook also fires the public event model_<M>_spawn, so
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# mods (native or foreign, over the ABI) see the entity born.
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let sev = `model_{model}_spawn`
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if (find_event(sev) != null) { emit(" call void @ev_"); emit(sev); emit("(i32 "); emit(e); emit(")\n") }
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} else {
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var i = 0
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while i < len(st.kids) { emit_init_component(e, st.kids[i].s, st.kids[i].a); i += 1 }
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}
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return e # the new entity id (for ludic_spawn_<M>)
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}
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function emit_despawn(st: Node) -> void {
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emit_worker_guard("despawn", st.line)
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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 eb5 = ecs_base("L_kind")
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let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds i32, ptr "); emit(eb5); emit(", i32 "); emit(v.code); emit("\n")
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let kind = emit_bind(`load i32, ptr {kp}`)
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var 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(`icmp eq i32 {kind}, {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(", i32 0)\n") # reason = EndReason.Despawned
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let dev = `model_{mname}_despawn` # EV1: @Public despawn event
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if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 "); emit(v.code); emit(", i32 0)\n") }
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emit(" br label %"); emit(no); emit("\n"); emit(no); emit(":\n")
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i += 1
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}
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}
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if len(g_events) > 0 { emit(" call void @ludic_sweep_entity(i32 "); emit(v.code); emit(")\n") } # EV5: drop entity-scoped listeners
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emit(" call void @L_free_entity(i32 "); emit(v.code); emit(")\n")
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}
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# attach P on e [{ overrides }] — add a property to a live entity. Structural
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# (not a toggle): seeds the property's fields and fires @OnAttach, but only on a
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# real transition — if the entity already has the property it is a no-op, so the
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# hook fires once per genuine attach (flecs/Bevy "real add" semantics).
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function emit_attach(st: Node) -> void {
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let ev = emit_expr(st.a)
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let me = itoa(MAX_ENT)
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let eb6 = ecs_base(`H_{st.s}`)
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb6); emit(", i32 "); emit(ev.code); emit("\n")
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let cur = emit_bind(`load i8, ptr {hp}`)
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let isnew = emit_bind(`icmp eq i8 {cur}, 0`)
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let doit = lbl("attach"); let done = lbl("attdone")
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emit(" br i1 "); emit(isnew); emit(", label %"); emit(doit); emit(", label %"); emit(done); emit("\n")
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emit(doit); emit(":\n"); g_term = false
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emit_init_component(ev.code, st.s, st.b) # sets has=1, seeds defaults+overrides, fires @OnAttach
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if not g_term { emit(" br label %"); emit(done); emit("\n") }
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emit(done); emit(":\n"); g_term = false
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}
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# detach P on e — remove a property from a live entity. Fires @OnDetach with the
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# property bound by name (its data still lives in @S_ storage, so the teardown
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# body reads the outgoing value), then clears the has-flag so queries skip it.
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# Only fires on a real transition; detaching an absent property is a no-op.
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function emit_detach(st: Node) -> void {
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let ev = emit_expr(st.a)
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let me = itoa(MAX_ENT)
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let eb7 = ecs_base(`H_{st.s}`)
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb7); emit(", i32 "); emit(ev.code); emit("\n")
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let cur = emit_bind(`load i8, ptr {hp}`)
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let here = emit_bind(`icmp ne i8 {cur}, 0`)
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let doit = lbl("detach"); let done = lbl("detdone")
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emit(" br i1 "); emit(here); emit(", label %"); emit(doit); emit(", label %"); emit(done); emit("\n")
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emit(doit); emit(":\n"); g_term = false
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emit(" store i8 0, ptr "); emit(hp); emit("\n") # clear has-flag (data persists in @S_)
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let hb = ondetach_body(st.s) # @OnDetach reads the outgoing value
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if (hb != null) {
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let save = nloc
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let eb8 = ecs_base(`S_{st.s}`)
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let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(st.s); emit(", ptr "); emit(eb8); emit(", i32 "); emit(ev.code); 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(st.s, vslot, st.s)
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emit_block(hb)
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nloc = save
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}
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let dev = `prop_{st.s}_detach` # EV1: @Public detach event
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if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 "); emit(ev.code); emit(")\n") }
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if not g_term { emit(" br label %"); emit(done); emit("\n") }
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emit(done); emit(":\n"); g_term = false
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}
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# enable/disable. `<P> on <e>` toggles a property's has-flag on an entity (its
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# data persists, so re-enabling restores it, and queries already skip a cleared
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# flag). A bare `<Model>` / `<Handler>` flips a global enabled flag.
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function find_sys(name: pointer) -> Node {
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var i = 0
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while i < len(prog) { let d = prog[i]; if d.kind == N_SYS and (d.s == name) { return d }; i += 1 }
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return null
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}
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function emit_toggle(st: Node) -> void {
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var val = "0"; if st.ival == 1 { val = "1" }
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if (st.ty != null) and (st.ty == "system") { return } # `disable system <fn>` is compile-time (handled in emit_one_engine_system); no runtime code
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if (st.ty != null) and (st.ty == "layer") { # enable/disable layer L
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emit(" store i32 "); emit(val); emit(", ptr @LE_"); emit(st.s); emit("\n")
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var lev = `layer_{st.s}_hide`; if st.ival == 1 { lev = `layer_{st.s}_show` } # public layer -> event
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if (find_event(lev) != null) { emit(" call void @ev_"); emit(lev); emit("()\n") }
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return
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}
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if (st.a != null) {
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let ev = emit_expr(st.a)
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let me = itoa(MAX_ENT)
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let eb9 = ecs_base(`H_{st.s}`)
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds i8, ptr "); emit(eb9); emit(", i32 "); emit(ev.code); emit("\n")
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emit(" store i8 "); emit(val); emit(", ptr "); emit(hp); emit("\n")
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var hb: Node = null
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if st.ival == 1 { hb = onenable_body(st.s) } else { hb = ondisable_body(st.s) }
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if (hb != null) {
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let save = nloc
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let eb10 = ecs_base(`S_{st.s}`)
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let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds %Cmp_"); emit(st.s); emit(", ptr "); emit(eb10); emit(", i32 "); emit(ev.code); 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(st.s, vslot, st.s)
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emit_block(hb)
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nloc = save
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}
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# EV1: a @Public enable/disable hook fires prop_<P>_enable / prop_<P>_disable
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var tev = `prop_{st.s}_disable`; if st.ival == 1 { tev = `prop_{st.s}_enable` }
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if (find_event(tev) != null) { emit(" call void @ev_"); emit(tev); emit("(i32 "); emit(ev.code); emit(")\n") }
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} else {
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var g = "@HE_"; if is_model(st.s) { g = "@ME_" } # model vs handler
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var hname = st.s
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if (g == "@HE_") and (find_sys(hname) == null) and (g_cur_scene != null) { # a scene's own handler, by its bare name
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let qualified = `{g_cur_scene.s}_{hname}`
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if (find_sys(qualified) != null) { hname = qualified }
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}
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emit(" store i32 "); emit(val); emit(", ptr "); emit(g); emit(hname); emit("\n")
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}
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}
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