ludic/selfhost/backend/emit_lazy.ludic
Orkuncakilkaya 12fdc0717e a program's states made on first injection, and the ECS stores started at 8 slots
Maroon Lake's launcher watcher - a process that only spawns the game and waits - held 58 MB, 48 MB of
it MALLOC_SMALL. Measured with malloc stack logging it was not the state defaults but L_grow: every
program sized every property type's per-entity store to MAX_ENT (1024) slots at start, 1,583 stores,
entities or none. And every state record was made with its defaults in L_init_globals before Boot.

- emit_lazy.ludic: a program's (not the runtime's) state global is left out of L_init_globals, and
  every read of it calls @S_<global>(), which makes it on first call from its own initializer - after
  every registry and plain global, so a default may read them (the init-order crash cannot come back
  through a state). What a getter makes is declared (@lp_fdecl): a state first touched in play is made
  once and not judged as a frame's keep. A function value's trampoline calls the getter too.
- L_grow starts the stores at ECS_FIRST (8) and doubles as entities come, as it always did past MAX_ENT.

The watcher (with the game's watch step moved before the systems' defs): 57 MB -> 11 MB; the only
state it makes is UiState (14 KB). What is left: AppKit's window, opened by rt_init before main for any
windowed program (~4 MB), and the runtime's font, image and 2D inits (~1.2 MB).

Goldens: the arena, fence, value and json goldens; the 36 ui examples; 30 of the 32 ECS test cases
(sprite_render and sprite_atlas time out under a plain runner with the toolchain before this too).
Package tests: ludic.base, save, settings, i18n.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:14:05 +03:00

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# emit_lazy.ludic - a program's state made when it is first injected, not before Boot: a process that
# takes a short path through the program (the launcher's watcher, which only spawns and waits) never
# makes the states it does not touch - the camera's frame buffers, the town's tables, the pools.
# @S_<global>() is the getter every read of a state global calls: made on first call, by its own
# initializer, after every registry and plain global (L_init_globals) - so a default may read them.
# What it makes is declared (@lp_fdecl): a state first touched in play is made once, not kept per frame.
function is_lazy_state(d: Node) -> bool {
if d == null or d.kind != N_VAR or d.uns != 1 or d.a == null { return false }
return str_prefix(d.s, "state$") and is_state_ty(d.ty) and not is_runtime_file(d.file)
}
function emit_state_getters() -> void {
var i = 0
while i < len(prog) {
if is_lazy_state(prog[i]) { emit_state_getter(prog[i]) }
i += 1
}
}
function emit_state_getter(d: Node) -> void {
let name = `S_{d.s}`
fence_enter(name)
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "ptr"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
g_err_file = d.file
g_err_line = d.line
emit(` %p0 = load ptr, ptr @g_{d.s}\n %z0 = icmp eq ptr %p0, null\n br i1 %z0, label %make, label %have\nhave:\n ret ptr %p0\nmake:\n`)
emit(" %decl.in = atomicrmw add ptr @lp_fdecl, i32 1 monotonic\n")
let v = emit_expr(d.a)
let cv = coerce_code(v, d.ty)
emit(` store ptr {cv}, ptr @g_{d.s}\n`)
emit(" %decl.out = atomicrmw sub ptr @lp_fdecl, i32 1 monotonic\n")
emit(` ret ptr {cv}\n`)
code = saved
emit(`define ptr @{name}() {{\nentry:\n`)
emit(buf_str(falloc))
emit(" br label %start\nstart:\n")
emit(buf_str(fbody))
emit("}\n\n")
}
# a read of a state global: its getter's answer, or null when it is not lazy
function lazy_state_read(g: Node, s: pointer) -> pointer {
if not is_lazy_state(g) { return null }
return emit_bind(`call ptr @S_{s}()`)
}