Implement the rest of NETWORKING-DESIGN.md (N2–N6) and eliminate every
`.c` file from the repo. clang remains only the LLVM-IR assembler; no C
is compiled anywhere.
Networking (selfhost/emit_net.ludic + parser/emit changes):
- N2 @Sync: per-model serialize/apply + by-kind dispatchers; POD-scalar
compile error and empty-participation warning; selective replication.
- N3 @Owned: @L_owner array + owner/set_owner/is_owner; owners snapshot.
- N4 @ToServer/@ToClients remote events: framed net_send + net_pump re-emit.
- N5 @Server/@Predicted role guards + drivable sim (tick_fixed/tick_render,
entry-owns-the-loop).
- Built-in loopback transport so multiplayer runs with zero foreign code;
extern fn net_send/net_poll still overrides it for a real socket.
- N6 blessed runtime (examples/net_rt.ludic) + end-to-end demo (net_demo).
- Fix: llty("entity") is now i32 (entities are i32 handles), so let e = self().
C elimination:
- Networking + foreign-mod-ABI tests rewritten as self-contained pure-Ludic
programs (examples/net_*, world_*, mod_events, scoped); tests/ removed.
- Reflection ABI exposed to Ludic as world_* builtins (Ludic-to-Ludic modding).
- Formatter rewritten C→Ludic: tools/ludic-tools/fmt.ludic.
- Language server rewritten C→Ludic: tools/ludic-tools/lsp.ludic (lexer, index
parser, cross-file workspace resolver, JSON, all LSP handlers).
- Obsolete migrate_*.c codemods deleted; ludic_syntax.h kept as vocabulary data.
Suites: ./test.sh 44/44, ./tools/test-tools.sh 28/28 (LSP 42/42), fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
122 lines
4.5 KiB
Text
122 lines
4.5 KiB
Text
# emit_decl.ludic — functions, main, and the whole-program driver. A function's
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# body is built into a scratch buffer so entry-block allocas can be spliced in
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# ahead of it (see emit_alloca). Returns go through a %retval slot + `ret` label.
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fn emit_params_sig(d: Node) -> void {
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var i = 0
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while i < len(d.kids) {
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if i > 0 { emit(", ") }
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emit(llty(d.kids[i].ty)); emit(" %arg_"); emit(d.kids[i].s)
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i = i + 1
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}
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}
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fn emit_fn(d: Node) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
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ret_ty = d.ty
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let fbody = buf_new()
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falloc = buf_new()
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let saved = code
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code = fbody
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let rl = llty(ret_ty)
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if not (rl == "void") { buf_puts(falloc, " %retval = alloca "); buf_puts(falloc, rl); buf_puts(falloc, "\n") }
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# params: store each incoming argument into a stack slot
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var i = 0
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while i < len(d.kids) {
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let p = d.kids[i]
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let slot = emit_alloca(llty(p.ty))
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emit(" store "); emit(llty(p.ty)); emit(" %arg_"); emit(p.s); emit(", ptr "); emit(slot); emit("\n")
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loc_push(p.s, slot, p.ty)
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i = i + 1
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}
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emit_block(d.a)
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if not g_term { emit(" br label %ret\n") }
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emit("ret:\n")
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if (rl == "void") { emit(" ret void\n") }
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else { let r = emit_bind(`load {rl}, ptr %retval`); emit(" ret "); emit(rl); emit(" "); emit(r); emit("\n") }
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code = saved
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emit("define "); emit(rl); emit(" @fn_"); emit(d.s); emit("("); emit_params_sig(d); emit(") {\nentry:\n")
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emit(buf_str(falloc))
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emit(buf_str(fbody))
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emit("}\n\n")
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}
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fn emit_main(d: Node) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
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ret_ty = "int"
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let fbody = buf_new()
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falloc = buf_new()
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let saved = code
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code = fbody
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buf_puts(falloc, " %retval = alloca i32\n")
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emit(" store i32 %argc, ptr @L_argc\n")
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emit(" store ptr %argv, ptr @L_argv\n")
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emit(" store i32 0, ptr %retval\n")
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emit_block(d.a)
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if not g_term { emit(" br label %ret\n") }
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emit("ret:\n")
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let r = emit_bind("load i32, ptr %retval")
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emit(" ret i32 "); emit(r); emit("\n")
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code = saved
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emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n")
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emit(buf_str(falloc))
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emit(buf_str(fbody))
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emit("}\n")
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}
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fn emit_program() -> void {
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head = buf_new()
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code = buf_new()
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g_uses_str = false
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g_uses_intstr = false
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g_uses_strslice = false
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g_uses_loopback = false
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loc_name = new []ptr; loc_reg = new []ptr; loc_ty = new []ptr; loc_mut = new []int
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brk_lbl = new []ptr; cnt_lbl = new []ptr
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self_stk = new []ptr
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mach_stk = new []Node
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emit_header()
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emit_extern_decls()
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if has_ecs() { emit_ecs_storage() }
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var i = 0
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while i < len(prog) { if prog[i].kind == N_FN { emit_fn(prog[i]) }; i = i + 1 }
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if len(g_events) > 0 { emit_event_fns() } # EV0: @ev_<E> event-dispatch functions
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if has_ecs() and len(g_events) > 0 { emit_world_table() } # EV2: the mod reflection ABI
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if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
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if has_ecs() { emit_net() } # N2/N3: @Sync serializers + @Owned storage (gated internally)
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if has_ui() { emit_ui_build() }
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if has_systems() and has_entry() { # N5: game owns its loop via `entry`
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emit_game_defs() # system fns, hooks, tick helpers
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i = 0
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while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
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}
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else { if has_systems() { emit_game_main() } # the auto frame loop
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else {
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i = 0
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while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
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} }
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if g_uses_loopback { emit_loopback() } # built-in transport, after all net_send/net_poll uses are seen
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if g_uses_str { emit_str_prelude() } # @fn_str_eq / @fn_str_concat, after all uses are seen
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if g_uses_intstr { emit_int_str() } # @fn_int_str, for str(int) in interpolation
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if g_uses_strslice { emit_str_slice() } # @fn_str_slice, for s[a..b]
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}
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# Flush the emitted IR. With a null path it goes to stdout (the pipe the shell
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# drivers read); with a path it is written to that file so ludicc can hand it to
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# clang itself.
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fn ir_flush(path: ptr) -> bool {
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let h = buf_str(head)
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let c = buf_str(code)
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if (path == null) { # raw IR to stdout (no trailing newline)
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let out = file_stdout()
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file_write(out, h, len(h))
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file_write(out, c, len(c))
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return true
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}
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let f = file_open(path, "wb")
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if (f == null) { return false }
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file_write(f, h, len(h))
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file_write(f, c, len(c))
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file_close(f)
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return true
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}
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