ludic/docs/PACKAGES.md
Orkuncakilkaya 320ce42626 ludic remove <module> and ludic get --json (R9)
remove is the inverse of add: the require line leaves package.ludic; the lock keeps exactly what the
remaining requires still reach, read from the store's copy of each locked package.ludic (no
network), so a package another still requires stays locked and what only the removed one brought in
leaves with it; each leaving package loses the ludic_modules/ symlink add made, never the shared
store entry. Refused (exit 1) when package.ludic does not require the module; source still
importing a removed package is a warning. With no store copy to read, only the named module leaves.

get --json diffs the lock before and after in memory and prints {added, removed, changed,
unchanged} on stdout (an entry as the lock records it: name, version, hash, kind, provides; a change
as name, from, to, from_hash, to_hash), the resolver's lines on stderr. Cases added to test-pkg,
not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 00:24:49 +03:00

16 KiB

Ludic packages

Ludic has a package manager built into the task runner (bin/ludic). It fetches, resolves, stores and links third-party packages with no new infrastructure to run — it drives plain git and rides on the Forgejo host and its release tags.

This is the v1 implementation of the direction decided in issue #63.

The four decisions

Axis Ludic's choice
Where source comes from URL-as-identity, no registry. The import path is the git location — git.workshopsoft.io/user/pkg. A git tag vX.Y.Z publishes a version. No account, no publish step, no index to run.
Version resolution Minimum Version Selection (MVS), Go-style. A require is a minimum; the resolver picks, per module, the greatest of every required minimum, then keeps the reachable closure at those versions. Deterministic, no SAT solver.
Where dependencies live A content-addressed global store + per-project links (pnpm-style). One immutable store keyed by a file-content hash (~/.ludic/store/<sha256>); each project gets a light linked view under ludic_modules/ instead of a full copy.
Manifest / lock package.ludic (declared deps + provided namespaces + kind + targets) and package.lock.ludic (resolved versions + content hashes).

Commands

ludic add <module>[@version]   add a dependency to package.ludic, then resolve + fetch + link
ludic remove <module>          the inverse of add: drop the require, what only it locked, its links
ludic get [--json]             resolve every dependency in package.ludic, link them, write the lock
ludic update [module]          bump a dependency (or all) to its latest published version, then relock
ludic verify                   check every locked package against the store by content hash
ludic vendor                   copy the resolved packages into ./vendor for hermetic/offline builds

ludic add with no @version picks the latest published tag and records it as the minimum. All the install commands print the resolved build list and write package.lock.ludic.

ludic get --json prints what the run changed in the lock as one JSON object on stdout (the resolver's lines go to stderr): {"added": [...], "removed": [...], "changed": [...], "unchanged": n}, an added or removed entry being the lock's line - {"name", "version", "hash", "kind", "provides"} - and a changed one {"name", "from", "to", "from_hash", "to_hash"} (the versions, and the content hashes beside them). The lock is compared before and after, in memory.

ludic remove <module> takes the require line out of package.ludic and re-reads the dependency graph from the store's own copy of each locked package's manifest - no network - so the lock keeps exactly what the remaining requires still reach: a package another one still requires stays locked (at the version it had; ludic get settles versions), and what only the removed one brought in leaves the lock with it. Each package leaving the lock loses its ludic_modules/ link - the link add made, never the store entry it points at, which other projects share; anything there that is not such a link is left and reported, as is a copy under vendor/. A module package.ludic does not require is refused (exit 1). Source that still imports a removed package is a warning, not a failure - the caller may be about to delete it. If the store has no copy of a locked package, only the named module leaves the lock, and it says so.

The manifest — package.ludic

A line-oriented manifest. # starts a comment; strings are double-quoted.

package "git.workshopsoft.io/orkun/greeter"   # this package's import path
version "1.2.0"                               # the version this checkout publishes
kind    source                                # source | prebuilt
provides "Greet"                              # the Foo.* namespace(s) it registers (repeatable)

require "git.workshopsoft.io/orkun/util" "1.0.0"   # a dependency and its minimum version

# a prebuilt lib also declares the targets it ships:
# kind    prebuilt
# targets "native-arm64" "wasm32"

A consumer project's manifest is the same file, usually with only require lines (the package/version fields describe a publishable package and are optional for a leaf application).

The entry program

entry "src/game.ludic" names the program ludic run, build and bundle compile when no file is given. Without it the CLI tries src/main.ludic, main.ludic, then the one file under src/ that declares a program.

Scripts and hooks

script "dev"    "ludic run --headless"       # ludic dev   (or: ludic script dev)
script "shots"  "tools/shots.sh"             # ludic shots a b  -> tools/shots.sh 'a' 'b'
hook before build  "tools/gen_atlas.sh"      # a failing before hook stops the build
hook after  bundle "tools/notarize.sh"       # after hooks run only when the command succeeded
hook before dev    "ludic fmt --check"       # a script is an event too

A script is a named shell command, run from the package root. ludic <name> runs it when no built-in command has that name; ludic script <name> always does, and ludic scripts lists them. Arguments after the name are passed on, quoted.

A hook runs a command before or after a built-in command (build, run, test, bundle, pack, clean, fmt, get, add, update, verify, vendor, assets, build-lib) or a script. Hooks of one event run in the order written. A before hook that exits non-zero stops the command with that exit code; after hooks run only when the command succeeded.

Both run through the shell with the toolchain's bin/ first on PATH and LUDIC_PACKAGE_ROOT, LUDIC_EVENT (the command or script) and LUDIC_PHASE (before, after or run) set. Inside a quoted value, \" is a quote and \\ a backslash.

The lockfile — package.lock.ludic

Generated by ludic get; do not edit by hand. One line per resolved module, pinning its selected version, content hash, kind and provided namespaces:

# package.lock.ludic — generated by `ludic get`. Do not edit by hand.
lock 1
module "git.workshopsoft.io/orkun/greeter" version "1.2.0" hash "sha256:…" kind "source" provides "Greet"
module "git.workshopsoft.io/orkun/util"    version "1.0.0" hash "sha256:…" kind "source" provides "Util"

ludic verify rehashes each store entry and confirms the project links to it, so a tampered or missing dependency is caught before it reaches a build.

The store and the project view

Fetched packages live once in a global, immutable, content-addressed store:

~/.ludic/store/<sha256>/…        the package tree at a version (no .git)
~/.ludic/store/cache/<module>/   a git clone cache used during resolution

Each project gets a lightweight view — ludic_modules/<import-path> is a symlink into the store — so many projects share one copy and nothing is duplicated per-project. Override the store location with $LUDIC_STORE.

Consuming a package — namespace registration

A source package ships plain Ludic. The consumer imports the package files by their import path:

program App {
  import "git.workshopsoft.io/orkun/greeter/greet.ludic"
  entry { print(greet_hello()) }
}

The compiler resolves an import first relative to the importing file, then — for a non-absolute path that is not found — under the package module root ($LUDIC_MODULES, default ludic_modules/). So a fetched package's code is spliced into the build and its namespace becomes available exactly the way the built-in stdlib namespaces (Regex.*, Grid.*, …) are.

The engine runtime is the exception (issue #75): the compiler auto-splices runtime/native/* for any ECS game, and that runtime ships with the toolchain, not the project. A runtime/... import that is not found relative to the build is resolved from the install root $LUDIC_HOME (default: the compiler binary's directory — the same place the platform .ll files come from), before the package module root. So an external game does not have to copy or symlink the engine runtime into its ludic_modules/; that directory holds only third-party packages. In-repo builds are unaffected — the runtime resolves locally there. Because Ludic compiles ahead-of-time, a source package is compiled into the consumer's binary — no ABI seam, and the whole-program guarantees (determinism, replay, world_save) still hold.

Two packages may not register the same Foo.* namespace — a collision is a hard error naming both modules.

Package-declarable namespaces and engine systems (issue #62)

A package's namespace can also be an alias block (L6): namespace Weapon { alias fire(slot) = wp_fire_slot } names each method and the function it calls, with its own labels, so the public names need not be the implementation's. The engine's own Http.*, Json.*, Screen.* and the rest are declared exactly this way, in runtime/native/namespaces.ludic.

A package can register two things that used to be compiler-hardcoded — a Foo.* namespace and an engine-owned system — with no compiler edit, via two keyword-free annotations. This is what lets gameplay-controller libraries ship as ordinary packages instead of living in the compiler's stdlib.

  • @Namespace(Name) on a function opens a Name.method(…) namespace that dispatches to the bare name_method(…) (the same generic path the built-in namespaces use, applied only after them so it never shadows a core one):

    @Namespace(Coach) function coach_bonus() -> int { return 99 }
    # a consumer then writes  Coach.bonus()
    
  • @EngineSystem(Component, Phase) registers an engine-owned system: the frame loop calls it every Phase (after the game's own handlers) whenever the named Component is present — the package-declarable form of the built-in SpriteAnim/Motion/Light2D systems. It reads and writes components by name through the reflection ABI, so an unused registration is byte-identical:

    @EngineSystem(Score, Update) function esys_score() -> void { … }
    

The core stdlib namespaces and engine systems keep their own optimized codegen; packages flow through the generic registry alongside them. (For a prebuilt binary module, the runtime counterpart of @EngineSystem is @System(Phase) — see below.)

Prebuilt binary packages (issue #64)

A kind prebuilt package ships a compiled artifact (a native dylib per target it lists in targets) instead of source. A consumer uses its exported functions, systems and components without ever seeing the source. This is the escape hatch for closed-source or other-language code; source packages stay the default because they keep cross-compilation (including wasm) and the compile-time ECS first-class. Prebuilt packages are native-only and ride the stable reflection C-ABI — second-class ECS (dynamic, by-name components; one indirect call per registered system), not part of the deterministic/replay core.

How a binary module works. The module is compiled with --emit-module: no main, no world table (the consumer owns the single world). It carries a load-time constructor that, when the dylib loads, registers its pieces against the host through the C-ABI:

  • Components — world_register_prop(name, nfields) in a module_init function; the host owns storage, the module reads/writes by name with world_get/world_set/world_has/world_attach_dyn.
  • Systems — a function marked @System(Phase) is registered with ludic_register_system; the host's frame loop calls it every frame in that phase, after its own handlers. Phases: Input, FixedUpdate, Update, LateUpdate, Render, Start, OnQuit.
  • Functions — plain functions become dylib symbols; a consumer binds them with extern function name(...) -> T = "fn_name".

A module registers its ludic_* calls as undefined and binds them back to the host image at load (-undefined dynamic_lookup); the host exports its ABI (-export_dynamic). Every Ludic game is a capable host — the reflection ABI is always emitted (unused parts dead-strip).

Publishing. In the package repo:

ludic build-lib module.ludic     # -> lib/<target>/lib<name>.dylib
# add `kind prebuilt` and `targets "<target>"` to package.ludic, commit lib/, git tag

Consuming. In the game project:

ludic add git.host/user/module   # kind prebuilt is resolved + the dylib linked into the view
ludic get                         # links the artifact for the build target (hard error if the target is missing)

then link the module dylibs into the game build. ludic link-flags prints the exact clang flags (the dylib, an rpath to the store, -export_dynamic) for any build system to splice into its link step:

clang -O2 game.ll $(ludic link-flags) -o game

(ludic build links them automatically when building in-repo.) If the package does not ship the build target, ludic get fails — build from source instead where the package offers it.

Native libraries - a source package that carries a C/C++ library (phase 15)

A source package may link a native library of its own - a physics engine, a navmesh builder, an audio renderer - by naming it per target in its package.ludic:

native "macos-arm64" "lib/macos-arm64/libjoltc.dylib"
native "windows-x64" "lib/windows-x64/joltc.dll"

The targets are macos-arm64, macos-x64, windows-x64 and linux-x64 ($LUDIC_NATIVE_TARGET names another). The package's Ludic reaches the library through extern function declarations, which only a package (or the runtime) may call (L7).

Linked at build time, not opened with dlopen. When the compiler loads a file from a package, it reads that package's manifest once and keeps the libraries for the build's target; they are written into the IR as ; ludic-native: <path> lines, and every link reads that one list - ludicc -o, ludic build, ludic test and ludic bundle. A program that imports no such package links nothing new. Linking was chosen over a Vulkan-style loader because a missing or mismatched library then fails at start-up, with the loader's own message naming it, rather than at the first call deep in a frame; because an extern function is all the binding needs (no generated thunk table per library); and because nothing here is optional the way Vulkan is - a game that imports the physics package cannot run without it.

  • macOS: the dylib's install name is @rpath/lib<name>.dylib. A build gets an rpath to the package's lib/<target>/ (so ludic run and ludic test work in place) and one to @executable_path/../Frameworks. ludic bundle copies each library into Contents/Frameworks - never Contents/MacOS, which holds mach-o executables only (a Velopack update strips a detached signature) - removes the build machine's rpath from the executable, and signs every library before the app.
  • Windows: the .dll is linked through its import library, <name>.lib beside it; ludicc copies the .dll beside the executable it writes, and ludic bundle beside the game's .exe.

Built here from a pinned source. A package's native/build.sh fetches the upstream tag, checks its SHA-256, compiles the library and the package's shim with clang, and writes lib/<target>/ (committed through Git LFS). tools/native/lib.sh is what every such script shares - native_fetch, native_link, the target and compiler - and it runs unchanged in Git Bash on Windows with the LLVM installer's clang. The shim's rules (what may cross, how a callback comes back) are in packages/README.md; ludic.nativeecho is the worked example.

Offline / hermetic builds

ludic vendor copies the resolved packages out of the store into ./vendor. Build against the copy with LUDIC_MODULES=vendor, so the build needs neither the network nor the global store.