flan/runtime/flan_dev.c
Joseph Ferano 6ebcea6d3a The writer's side gets the probe, the reader's side gets the scan
flan_dev_reg_dead was reaching for the containment scan, and it is on the free
path: a dev build would have paid a 4096-entry sweep per free. A free hands back
the base address the allocator gave out, which is what the slot is keyed on, so
the question there is equality and never containment. Only free-all needs the
scan, and that runs once a frame.

The table is allocated when it is armed, not declared. A fixed array was a
quarter of a megabyte of BSS in a shipped game for a table that build never
writes; now a release build carries a null pointer and the not-taken branch.

The pointer arm binds its subject to a slot before naming it three times — the
slice arm's rule, and its reason: an inspect with a path reaches a leaf through
a bounds check, and three of those to render one pointer is the walk paying for
its own shape.

dev-ptr.flan shows both halves on a stopped stack. It was read by hand; the
test_dev.ml case that would drive it is another lane's file, and NEXT.md says so.
2026-09-13 09:24:08 +07:00

1086 lines
47 KiB
C

/* flan_dev — the part of the host ABI that only a dev build has.
*
* A redefinition module reaches the host's functions and globals through
* symbols the host already exports: a cell for each function, the storage for
* each global. That covers everything the program was *built* with. It does
* not cover a name the module introduces — a defn or a defvar typed into the
* REPL after the process started — because there is no symbol in the host to
* bind to and ELF cannot grow one.
*
* So a name that is new at run time is keyed by string instead. This file is
* the two lookups that make that work, and deliberately nothing else:
*
* flan_dev_cell(name) the cell a new function lives in
* flan_dev_global(name, size, init) the storage a new global lives in
* flan_dev_emit(...) where an evaluated expression's rendering
* goes, piece by piece, to be read back
*
* Both are idempotent: the second module to mention a name gets what the first
* one got. That is the whole point. Two modules that each define their own
* copy of a new function would each call their own, and redefining it would
* update one of them.
*
* The table never moves. A module holds the address of a cell for as long as
* it is loaded, so a growable table would leave those addresses pointing into
* a freed allocation. Fixed capacity and a loud failure instead.
*
* Never dlclose a module. A cell holds an address inside that module's text,
* and unloading it leaves every call site pointing at unmapped memory. There
* is no unload path here on purpose.
*/
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define FLAN_DEV_MAX 4096
typedef struct {
const char *name; /* strdup'd: the module that passed it may go away */
void *cell; /* a function's cell, or a global's storage */
size_t size; /* a global's size; 0 for a function */
} entry;
static entry table[FLAN_DEV_MAX];
static size_t used;
static void die(const char *what, const char *name) {
fprintf(stderr, "flan_dev: %s: %s\n", what, name);
fflush(stderr);
abort();
}
static entry *find(const char *name) {
for (size_t i = 0; i < used; i++)
if (strcmp(table[i].name, name) == 0) return &table[i];
return NULL;
}
static entry *intern(const char *name) {
if (used == FLAN_DEV_MAX) die("out of dev name slots", name);
entry *e = &table[used++];
e->name = strdup(name);
if (e->name == NULL) die("out of memory", name);
e->cell = NULL;
e->size = 0;
return e;
}
/* The cell a run-time-introduced function is called through. One indirection
* more than a function the host was built with, whose cell is a symbol the
* module can name directly — the compiler picks per name, so the common case
* stays a single load. */
void **flan_dev_cell(const char *name) {
entry *e = find(name);
if (e == NULL) e = intern(name);
return &e->cell;
}
/* Storage for a run-time-introduced global, allocated once.
*
* [init] is its declared initial value, or NULL for all-zero. It is copied on
* the allocation and ignored on every call after it, which is where "a reload
* must not reset the program's state" lives: the second module to mention this
* name is a redefinition, and re-running an initialiser would throw away
* exactly what the reload exists to preserve. Doing it here rather than by a
* branch in the caller means the rule cannot be got wrong at one call site.
*
* A size mismatch is the layout-drift failure, caught at its first chance: the
* running process has already laid this memory out, and handing back the old
* allocation for a differently shaped type means the new body reads fields at
* the wrong offsets and nothing ever says so. Retyping a var needs a restart. */
void *flan_dev_global(const char *name, uint64_t size, const void *init) {
entry *e = find(name);
if (e == NULL) {
e = intern(name);
e->cell = calloc(1, size ? (size_t)size : 1);
if (e->cell == NULL) die("out of memory", name);
e->size = (size_t)size;
if (init != NULL && size > 0) memcpy(e->cell, init, (size_t)size);
return e->cell;
}
if (e->size != (size_t)size) die("size changed; restart to retype", name);
return e->cell;
}
/* ── The value of an evaluated expression ──────────────────────────── */
/* C-x C-e compiles a thunk that renders one expression and emits it here, a
* piece at a time. It is not written to stdout: stdout belongs to the program,
* it is in the hot path for anything that prints, and a dev-only feature must
* not put a branch in it. The daemon reads this back over the agent's socket.
*
* Emitting piece by piece rather than returning one string is what makes a
* composite renderer possible at all — a struct is its fields with punctuation
* between them, and concatenating that in the generated IR would mean an
* allocator the language does not have.
*
* The output bound lives here and nowhere else. A slice of a million elements
* renders with a loop the compiler cannot bound, so [emit] truncates and
* [end] says so with an ellipsis. One place enforcing it means no renderer has
* to carry a budget.
*
* [generation] is what makes the read safe without a handshake. The thunk runs
* on the game thread at a frame boundary, whenever that happens to be; the
* daemon waits for the counter to move rather than guessing it has.
*
* It is a *seqlock*, and it has to be a real one, because the reader is the
* agent's listener thread and the writer is the game thread and neither waits
* for the other. The counter is odd for exactly as long as a value is being
* written, so a reader that sees an odd count, or a different count either
* side of its copy, has read a value that was being overwritten underneath it
* and reads again. A count of 2k means k complete values; the count the
* outside world is given is that k, so that the daemon's "has it moved" keeps
* meaning "is there a new value".
*
* The copy is what makes it safe, and the API is shaped around that: a reader
* gets *bytes of its own*, not a pointer into [result]. The pointer version of
* this was the bug — it read the generation, then a length, then handed back
* the buffer itself, and the caller sent it down a socket some time later
* while the game thread was free to be a hundred bytes into the next value.
* A seqlock cannot validate a read that happens after it returns. */
/* Fixed, and it stays fixed. This was expected to go with the socket — a 4K
* cap reads like a transport buffer — and it is not one. This is the buffer
* the *game thread* writes into, from a render thunk at a frame boundary, and
* a growable one would mean the frame thread calling realloc: an allocation in
* the one place this whole design exists to keep allocation out of. It would
* also break the seqlock above, which is a protocol about torn *contents* and
* assumes the address it memcpys from does not move or go away underneath it;
* growing on the writer's side is a use-after-free the counter cannot see.
*
* So the cap is a render budget, not a wire size, and what did go is the
* agent's second copy of the number. Removing the bound itself is a redesign
* of the read — probe, allocate, re-read, validate, retry — and belongs with
* moving the read to a frame boundary, which is the seqlock's own decision. */
#define RESULT_MAX 4096
static char result[RESULT_MAX];
static size_t result_len;
static int result_full;
static uint64_t generation;
void flan_dev_result_begin(void) {
/* Odd first, and only then the reset: the counter has to say "in progress"
* before the buffer stops being the value it used to be.
*
* The fence is the half of that a release *store* cannot do. A release store
* orders what comes before it, not what comes after, so the writes below —
* and every memcpy in [emit] — would be free to become visible ahead of the
* odd count, and a reader could see an even count either side of a copy it
* made while the buffer was being overwritten. Which is the bug this
* replaced, with more ceremony. So: mark it relaxed, fence, then write.
*
* Setting the low bit rather than incrementing, because a [begin] with no
* [end] is reachable and must not poison the counter for the life of the
* process. A render thunk that signals is stopped inside this window, and a
* restart taken from that break transfers past the thunk — [end] never runs.
* Repairing it here costs nothing in the ordinary case (2k, 2k+1, 2k+2) and
* means an abandoned write is over as soon as the next evaluation starts,
* rather than leaving every later read reporting "in progress" forever.
*
* What it does not fix, because the buffer cannot: an evaluation that runs
* while another is stopped mid-render shares this one buffer, so the inner
* value is the one that survives and the outer thunk, if it is ever resumed,
* appends to it. That was true before the counter was a seqlock. */
__atomic_store_n(&generation, generation | 1, __ATOMIC_RELAXED);
__atomic_thread_fence(__ATOMIC_RELEASE);
result_len = 0;
result_full = 0;
}
void flan_dev_emit(const uint8_t *bytes, int64_t len) {
size_t n = len < 0 ? 0 : (size_t)len;
if (result_len + n > RESULT_MAX) {
n = RESULT_MAX - result_len;
result_full = 1;
}
memcpy(result + result_len, bytes, n);
result_len += n;
}
static void emit_cstr(const char *s) {
flan_dev_emit((const uint8_t *)s, (int64_t)strlen(s));
}
/* Rendered in C so that u64 is not a lie: the language's own i64->bytes is
* signed, and anything past 2^63 would come back negative. */
void flan_dev_emit_u64(uint64_t x) {
char buf[32];
snprintf(buf, sizeof buf, "%llu", (unsigned long long)x);
emit_cstr(buf);
}
void flan_dev_emit_i64(int64_t x) {
char buf[32];
snprintf(buf, sizeof buf, "%lld", (long long)x);
emit_cstr(buf);
}
void flan_dev_emit_f64(double x) {
char buf[64];
snprintf(buf, sizeof buf, "%g", x);
emit_cstr(buf);
}
/* Quoted and escaped, in C, because doing it in the generated IR would be a
* loop per string and the language has no allocator to build the result in.
* A string whose content is not escaped does not round-trip and reads as a
* framing bug rather than as the value it is. */
void flan_dev_emit_str(const uint8_t *bytes, int64_t len) {
size_t n = len < 0 ? 0 : (size_t)len;
emit_cstr("\"");
for (size_t i = 0; i < n; i++) {
unsigned char c = bytes[i];
switch (c) {
case '"': emit_cstr("\\\""); break;
case '\\': emit_cstr("\\\\"); break;
case '\n': emit_cstr("\\n"); break;
case '\t': emit_cstr("\\t"); break;
case '\r': emit_cstr("\\r"); break;
default:
if (c < 0x20) {
char buf[8];
snprintf(buf, sizeof buf, "\\x%02x", c);
emit_cstr(buf);
} else {
flan_dev_emit(&c, 1);
}
}
}
emit_cstr("\"");
}
void flan_dev_result_end(void) {
if (result_full) {
/* Room is made for it rather than assumed: the buffer is full by
* definition when this fires. */
const char *ell = "...";
size_t k = strlen(ell);
if (result_len > RESULT_MAX - k) result_len = RESULT_MAX - k;
memcpy(result + result_len, ell, k);
result_len += k;
}
/* Last, and back to even, so a reader that sees the new generation sees the
* whole value. [| 1] first for the same reason [begin] sets rather than
* increments: this must land on an even count whatever state an abandoned
* write left behind. */
__atomic_store_n(&generation, (generation | 1) + 1, __ATOMIC_RELEASE);
}
/* Copy the current value out, with the counter that says which one it is.
*
* Returns 1 having copied a value that was complete for the whole of the copy,
* 0 if the game thread was in the middle of writing one — in which case [gen]
* is the last *complete* value's number and [len] is 0, so a caller polling
* for a new one keeps polling instead of being handed half of it. Spinning
* here is bounded: the writer is a render thunk between frames, not a loop,
* and the reader is the listener thread, which has nothing better to do.
*
* [cap] is the caller's buffer. A value longer than it is truncated, which is
* the only failure this can have and is a clamp rather than an overrun; every
* caller sizes its buffer from [flan_dev_result_cap] so it does not arise. */
/* What a caller's buffer has to be for the copy never to be truncated. One
* declaration, asked for rather than written down twice — the agent carried
* its own copy of the number and a check that the two had not drifted, back
* when it was sizing something to send through a socket. */
uint64_t flan_dev_result_cap(void) { return RESULT_MAX; }
int flan_dev_result_read(char *dst, uint64_t cap, uint64_t *gen,
uint64_t *len) {
for (int attempt = 0; attempt < 64; attempt++) {
uint64_t g1 = __atomic_load_n(&generation, __ATOMIC_ACQUIRE);
if (g1 & 1) continue; /* a write is in progress */
size_t n = __atomic_load_n(&result_len, __ATOMIC_RELAXED);
if (n > RESULT_MAX) n = RESULT_MAX; /* a torn read cannot overrun */
if ((uint64_t)n > cap) n = (size_t)cap;
memcpy(dst, result, n);
/* The copy must be ordered before the second read of the counter, or the
* check is of a copy the compiler was free to make afterwards. */
__atomic_thread_fence(__ATOMIC_ACQUIRE);
if (__atomic_load_n(&generation, __ATOMIC_ACQUIRE) == g1) {
*gen = g1 / 2;
*len = (uint64_t)n;
return 1;
}
}
/* Integer division is the same answer either side of a write in progress:
* during value k the counter is 2k-1 and k-1 are complete. */
*gen = __atomic_load_n(&generation, __ATOMIC_ACQUIRE) / 2;
*len = 0;
return 0;
}
/* ── The watch table ────────────────────────────────────────────────── */
/* A HUD, pushed rather than polled, and the push is why it exists at all.
*
* The watch buffer's obvious shape is the one the author's Clojure version
* has: Emacs polls a render function on a timer and paints what it returns.
* That does not port. Here an evaluation *compiles a module and dlopens it* —
* tens of milliseconds and a new .so each time, in a directory nothing sweeps
* — so a 5Hz poll is hundreds of shared objects a minute for a value that was
* already sitting in a register.
*
* So the direction is inverted. The program writes: it calls
* [flan_dev_watch_*] from inside its own loop, which renders the value to text
* and stores it under a name. Emacs reads the *table*, which is memory. Both
* halves are cheap for opposite reasons, the values update at frame rate
* rather than at timer rate, and — the part a poll cannot do at all — the last
* frame's values are still here while the program is stopped in a break loop,
* because nothing has to run to produce them.
*
* Everything below is written for one caller: the game thread, mid-frame.
* That is the same constraint the rest of this file is under and it is
* stricter here, because this runs every frame rather than once per
* evaluation:
*
* - No allocation. Names are fixed char arrays inside the table, not
* strdup'd the way [intern] above does it. [intern] runs at module load
* and may malloc; this runs at 60fps and may not.
* - No lock. The reader is the agent's listener thread and the writer is the
* game thread; neither waits for the other.
* - No call into OCaml, which is the rule that keeps the collector off the
* frame thread. Nothing here is OCaml.
*
* Deliberately NOT sharing [result] and [generation] above. It was tempting —
* the renderers are the same shape — and it is wrong: [result] is written once
* per C-x C-e and this is written every frame, so watch traffic would overwrite
* the value of every expression anyone evaluated. The two are separate storage
* with separate counters and that is not an accident.
*/
/* The three bounds, and what happens past each one.
*
* [WATCH_MAX] slots. Past it, a name is **dropped**, not fatal. The house
* style elsewhere in this file is [die], and this is the one place it would be
* wrong: a watch is a diagnostic, and killing the program because somebody
* watched a 65th value is the diagnostic shooting the patient. It is not
* silent either — [flan_dev_watch_overflowed] is read back with the table and
* the buffer says so, so an overflow is visible rather than a value that
* mysteriously never appears.
*
* A flag and **not a count**, which is the correction worth recording. A
* counter here would be incremented from the write path, and the write path
* runs once per watched value per *frame* — so one name too many at 60fps
* reads back as "3847 names found no slot" within a minute, which is a false
* sentence about a true problem. What a reader needs is "the table is full and
* something is not being shown", which is one bit, and one bit cannot drift
* into a wrong number. Counting *distinct* names that missed would mean
* remembering which ones had, which is exactly the bookkeeping the frame
* thread has no room for.
*
* [WATCH_NAME] bytes of name, [WATCH_VAL] bytes of rendered value. Both
* truncate; the value's truncation shows as an ellipsis, the same as
* [result_end] does, so a clipped value does not read as a complete one. */
#define WATCH_MAX 64
#define WATCH_NAME 32
#define WATCH_VAL 192
typedef struct {
char name[WATCH_NAME]; /* NUL-terminated, truncated to fit */
char val[WATCH_VAL];
uint32_t len;
int full; /* the value did not fit */
uint64_t gen; /* this slot's own seqlock */
} watch_slot;
static watch_slot watch_table[WATCH_MAX];
static uint32_t watch_used; /* claimed slots; only ever grows */
static int watch_overflowed; /* some name found no slot; see above */
/* One counter per slot rather than one for the table.
*
* A table-wide counter would make a read all-or-nothing: the reader would have
* to copy every slot inside a single even generation, which means catching the
* gap *between* two frames' worth of writes — a window that at 60fps is
* whatever the game does after its last watch call, and may be nothing.
* Per-slot, the reader retries one slot at a time and always gets somewhere,
* and the worst it can produce is a snapshot whose entries come from adjacent
* frames. For a HUD that is not a defect: a frame counter one ahead of a
* position read a millisecond earlier is what a HUD looks like anyway. It
* would be a defect for anything where two values have to agree, and if that
* is ever wanted it is a different op, not a bigger counter. */
/* Is anyone looking?
*
* Set when a watch buffer opens and cleared when it closes, so the cost of a
* watch call in a program nobody is debugging is one relaxed load and a
* not-taken branch. That is what "watching costs nothing when nobody is
* watching" means here, and it is the same number in a dev build and a release
* build — [flan_dev.c] is linked into both (see [Build], which says why) so the
* symbols resolve either way and there is no second version of this file.
*
* What it is *not*: free. Eliding the call entirely needs the compiler to know
* the form, which is a [check.ml] arm this does not have. A load and a branch
* per watched value per frame is the honest number, and it is the same number
* in both builds rather than a dev-only tax. */
static int watch_on;
void flan_dev_watch_enable(int on) {
__atomic_store_n(&watch_on, on ? 1 : 0, __ATOMIC_RELAXED);
}
int flan_dev_watch_enabled(void) {
return __atomic_load_n(&watch_on, __ATOMIC_RELAXED);
}
/* The slot a name owns, or NULL if the table is full.
*
* Linear, because the table is 64 long and a hash would need a policy for
* collisions that a scan does not. A HUD with twenty values does twenty
* strcmps of a handful of bytes per frame; if that ever shows up in a profile
* the answer is to watch fewer things.
*
* [watch_used] only ever grows and a slot's name never changes once set, so a
* reader can walk [0, watch_used) without synchronising against this: the
* worst it sees is a slot whose name is written and whose value is not yet,
* which that slot's own seqlock catches. */
static watch_slot *watch_find(const char *name) {
uint32_t used = __atomic_load_n(&watch_used, __ATOMIC_RELAXED);
for (uint32_t i = 0; i < used; i++)
if (strncmp(watch_table[i].name, name, WATCH_NAME - 1) == 0)
return &watch_table[i];
if (used == WATCH_MAX) {
__atomic_store_n(&watch_overflowed, 1, __ATOMIC_RELAXED);
return NULL;
}
watch_slot *s = &watch_table[used];
size_t n = strlen(name);
if (n > WATCH_NAME - 1) n = WATCH_NAME - 1;
memcpy(s->name, name, n);
s->name[n] = '\0';
s->len = 0;
s->full = 0;
/* Published last, so a reader that sees this index sees a finished name. */
__atomic_store_n(&watch_used, used + 1, __ATOMIC_RELEASE);
return s;
}
/* The slot the emitters below are writing into. A plain static and not an
* atomic, because begin/emit/end is one uninterrupted run on the one thread
* that writes — the same assumption [result_len] above is written under. */
static watch_slot *watch_cur;
/* Open a slot for writing; 0 if nobody is watching or the table is full, in
* which case the emitters below are no-ops and the caller need not branch.
*
* Odd first, then the reset, for [flan_dev_result_begin]'s reason: the counter
* has to say "in progress" before the buffer stops being the value it used to
* be, and a release *store* orders only what precedes it, so the fence is the
* half it cannot do. Setting the low bit rather than incrementing means a
* begin whose end never runs — a break taken inside a render — is repaired by
* the next write rather than poisoning the slot for the life of the process. */
int flan_dev_watch_begin(const char *name) {
if (!__atomic_load_n(&watch_on, __ATOMIC_RELAXED)) { watch_cur = NULL; return 0; }
watch_slot *s = watch_find(name);
watch_cur = s;
if (s == NULL) return 0;
__atomic_store_n(&s->gen, s->gen | 1, __ATOMIC_RELAXED);
__atomic_thread_fence(__ATOMIC_RELEASE);
s->len = 0;
s->full = 0;
return 1;
}
void flan_dev_watch_emit(const uint8_t *bytes, int64_t len) {
watch_slot *s = watch_cur;
if (s == NULL) return;
size_t n = len < 0 ? 0 : (size_t)len;
if (s->len + n > WATCH_VAL) {
n = WATCH_VAL - s->len;
s->full = 1;
}
memcpy(s->val + s->len, bytes, n);
s->len += (uint32_t)n;
}
static void watch_cstr(const char *str) {
flan_dev_watch_emit((const uint8_t *)str, (int64_t)strlen(str));
}
void flan_dev_watch_emit_i64(int64_t x) {
char buf[32];
snprintf(buf, sizeof buf, "%lld", (long long)x);
watch_cstr(buf);
}
void flan_dev_watch_emit_u64(uint64_t x) {
char buf[32];
snprintf(buf, sizeof buf, "%llu", (unsigned long long)x);
watch_cstr(buf);
}
void flan_dev_watch_emit_f64(double x) {
char buf[64];
snprintf(buf, sizeof buf, "%g", x);
watch_cstr(buf);
}
/* Quoted and escaped, for [flan_dev_emit_str]'s reason and one more: a string
* whose content is not escaped does not round-trip, and a newline in one would
* become a second row of the table on the wire rather than part of a value. */
void flan_dev_watch_emit_str(const uint8_t *bytes, int64_t len) {
size_t n = len < 0 ? 0 : (size_t)len;
watch_cstr("\"");
for (size_t i = 0; i < n; i++) {
unsigned char c = bytes[i];
switch (c) {
case '"': watch_cstr("\\\""); break;
case '\\': watch_cstr("\\\\"); break;
case '\n': watch_cstr("\\n"); break;
case '\t': watch_cstr("\\t"); break;
case '\r': watch_cstr("\\r"); break;
default:
if (c < 0x20) {
char buf[8];
snprintf(buf, sizeof buf, "\\x%02x", c);
watch_cstr(buf);
} else {
flan_dev_watch_emit(&c, 1);
}
}
}
watch_cstr("\"");
}
void flan_dev_watch_end(void) {
watch_slot *s = watch_cur;
watch_cur = NULL;
if (s == NULL) return;
if (s->full) {
/* Room is made for it rather than assumed: the value is full by
* definition when this fires. */
const char *ell = "...";
size_t k = strlen(ell);
if (s->len > WATCH_VAL - k) s->len = (uint32_t)(WATCH_VAL - k);
memcpy(s->val + s->len, ell, k);
s->len += (uint32_t)k;
}
/* Last, and back to even, so a reader that sees the new generation sees the
* whole value. [| 1] first for the same reason begin sets rather than
* increments: this must land on an even count whatever an abandoned write
* left behind. */
__atomic_store_n(&s->gen, (s->gen | 1) + 1, __ATOMIC_RELEASE);
}
/* ── Watching one scalar, with no compiler change ───────────────────── */
/* These are the whole feature for a scalar, and they are what a program can
* use today:
*
* (declare-c watch-i64 [name string x i64] i32 "flan_dev_watch_i64")
* ...
* (watch-i64 "ticks" ticks)
*
* No arm in the checker, no new special form, nothing the compiler has to
* learn — which is the point, because the checker is not a file this change
* owns.
*
* They return i32 rather than nothing for a blunt reason: [declare-c] refuses
* a void return outright — "which is not a value C can carry", shim.ml — so a
* function a program can declare has to return something. Since it must, it
* returns the useful thing: 1 if the value was written, 0 if it was not,
* which is either nobody watching or a full table. A caller is free to ignore
* it and normally does.
*
* A composite — a struct, a slice, a union — cannot be done this way, and that
* is not a shortcoming of these four: a Flan value carries no header, so
* nothing at run time can say what it is, and rendering one is a compile-time
* walk over its *type*. The walk already exists — [Render.render] — and the
* four [flan_dev_watch_emit_*] above are the emitter it would be pointed at,
* shaped exactly like the [print] arm's. What is missing is the
* [(watch "hp" hp)] arm in check.ml that joins the two, which is a file this
* change does not own. BUILT.md says what that arm is. */
int32_t flan_dev_watch_i64(const char *name, int64_t x) {
if (!flan_dev_watch_begin(name)) return 0;
flan_dev_watch_emit_i64(x);
flan_dev_watch_end();
return 1;
}
int32_t flan_dev_watch_u64(const char *name, uint64_t x) {
if (!flan_dev_watch_begin(name)) return 0;
flan_dev_watch_emit_u64(x);
flan_dev_watch_end();
return 1;
}
int32_t flan_dev_watch_f64(const char *name, double x) {
if (!flan_dev_watch_begin(name)) return 0;
flan_dev_watch_emit_f64(x);
flan_dev_watch_end();
return 1;
}
int32_t flan_dev_watch_str(const char *name, const char *s) {
if (!flan_dev_watch_begin(name)) return 0;
flan_dev_watch_emit_str((const uint8_t *)s, (int64_t)strlen(s));
flan_dev_watch_end();
return 1;
}
/* ── Reading the table back ─────────────────────────────────────────── */
/* How many slots have ever been claimed. Only grows, so a reader walking
* [0, n) is walking names that are all finished. */
uint32_t flan_dev_watch_count(void) {
return __atomic_load_n(&watch_used, __ATOMIC_ACQUIRE);
}
/* Whether any name ever found no slot. Never cleared: a table that overflowed
* once is a table whose contents are incomplete, and a name that was refused a
* slot does not get one later. */
int flan_dev_watch_overflowed(void) {
return __atomic_load_n(&watch_overflowed, __ATOMIC_RELAXED);
}
/* Copy slot [i] out: its name into [nd], its value into [vd].
*
* Returns 1 having copied a value that was complete for the whole of the copy,
* 0 if the game thread was in the middle of writing one — in which case [vlen]
* is 0 and the caller keeps whatever it showed last, which for a HUD is the
* right failure: a value that flickers to blank for one tick is worse than one
* that is a frame stale.
*
* The name needs no seqlock. It is written once, before [watch_used] is
* published with a release store, and never again.
*
* The copy is what makes this safe, and the API is shaped around it: the
* caller gets bytes of its own, never a pointer into the table. A seqlock
* cannot validate a read that happens after it returns — the bug
* [flan_dev_result_read] was rewritten for. */
int flan_dev_watch_read(uint32_t i, char *nd, uint64_t ncap,
char *vd, uint64_t vcap, uint64_t *vlen) {
*vlen = 0;
if (i >= __atomic_load_n(&watch_used, __ATOMIC_ACQUIRE)) return 0;
watch_slot *s = &watch_table[i];
if (ncap > 0) {
size_t n = strlen(s->name);
if (n > ncap - 1) n = (size_t)ncap - 1;
memcpy(nd, s->name, n);
nd[n] = '\0';
}
for (int attempt = 0; attempt < 64; attempt++) {
uint64_t g1 = __atomic_load_n(&s->gen, __ATOMIC_ACQUIRE);
if (g1 & 1) continue; /* a write is in progress */
size_t n = __atomic_load_n(&s->len, __ATOMIC_RELAXED);
if (n > WATCH_VAL) n = WATCH_VAL; /* a torn read cannot overrun */
if ((uint64_t)n > vcap) n = (size_t)vcap;
memcpy(vd, s->val, n);
/* Ordered before the second read of the counter, or the check is of a copy
* the compiler was free to make afterwards. */
__atomic_thread_fence(__ATOMIC_ACQUIRE);
if (__atomic_load_n(&s->gen, __ATOMIC_ACQUIRE) == g1) {
*vlen = (uint64_t)n;
return 1;
}
}
return 0;
}
/* What a caller's buffers have to be for a copy never to be truncated. Asked
* for rather than written down twice, the same as [flan_dev_result_cap]. The
* value's is [WATCH_VAL] plus the ellipsis [end] may append. */
uint64_t flan_dev_watch_name_cap(void) { return WATCH_NAME; }
uint64_t flan_dev_watch_val_cap(void) { return WATCH_VAL + 4; }
/* ── The shadow stack ───────────────────────────────────────────────── */
/* plan.org's "Dev vs release builds" has had *Frames: shadow stack* in the dev
* column since the beginning. This is it, and it exists for one reason: the
* more a break loop can show, the less often a real debugger is needed. A
* stopped program that cannot say where it is sends someone to lldb.
*
* Native unwinding would be the other route and is deliberately not taken:
* plan.org lowers every non-local exit explicitly rather than through platform
* unwinding, so there is no .eh_frame walk to borrow, and a frame pointer walk
* gives addresses that only DWARF can turn back into names. A pushed record
* carries the name itself, is the same on wasm32 as it is here, and needs no
* agreement with the optimiser about what a frame looks like.
*
* The compiler emits the push and the pop inline (emit.ml, [emit_fn]) rather
* than calling in here: this is on every call in a dev build, and a call to
* record a call would double the thing being measured.
*
* A plain global, not a _Thread_local. It matches what the handler stack and
* the restart stack in flan_rt.c already assume — one thread runs Flan; the
* listener thread runs C and the loader and never enters a Flan body. If the
* language ever grows threads this becomes thread-local and the compiler's
* two stores become TLS-relative, which is the only change.
*
* Nothing in here walks the chain while the game thread is running. The break
* loop snapshots it on the stopped thread, exactly as it snapshots the restart
* list and for exactly the same reason: a chain read by another thread is a
* chain that can be popped underneath the reader. The accessors below are the
* snapshot's, and take the frame they were given rather than re-reading the
* head. */
typedef struct {
const char *name; /* the Flan name, qualified; not NUL-terminated */
int64_t namelen;
const char *loc; /* file:line:col, as Loc spells it */
int64_t loclen;
int32_t nslots;
/* What the two ends compare about a frame's slots, from
[Emit.slot_fingerprint]: a hash over every slot's name and the spelling of
its type. The frame carries the one belonging to the body it was compiled
from; the daemon recomputes it from the body it now holds, and a
difference means the frame is running a superseded body. A count alone
cannot see a rename, which is the case this exists for. */
int32_t slotsig;
/* And the globals half, from [Reach.ref_fingerprint]: a hash over the set of
globals the body names. Separate from [slotsig] on purpose — a body can
name different globals while binding identical locals, so a frame's locals
can be trustworthy while its contribution to the globals section is not,
and one number over both would refuse a frame that reads perfectly. */
int32_t refsig;
} flan_fninfo;
typedef struct flan_frame {
struct flan_frame *prev;
const flan_fninfo *info;
/* One entry per slot, each null until the binding that fills that slot has
* run — so "not bound yet at the point this frame stopped" is a null and
* needs no liveness analysis to work out. Null altogether for a function
* with no named slot, and in a release build there is no frame at all.
* Read through [flan_dev_frame_slot], which is where the bound is checked. */
void **slots;
} flan_frame;
/* The compiler names this symbol directly. A redefinition module reaches it
* the same way it reaches any other host global — through the dynamic symbol
* table, which [--dev] links with -rdynamic. */
flan_frame *flan_frame_head;
/* [i] counts from the innermost. NULL past the end, which is how a caller
* learns the depth without a second walk. */
void *flan_dev_frame_at(int32_t i) {
flan_frame *f = flan_frame_head;
while (f != NULL && i > 0) { f = f->prev; i--; }
return f;
}
int32_t flan_dev_frame_count(void) {
int32_t n = 0;
for (flan_frame *f = flan_frame_head; f != NULL; f = f->prev) {
n++;
if (n > 100000) break; /* a corrupt chain says so rather than hanging */
}
return n;
}
const char *flan_dev_frame_name(const void *frame, int64_t *len) {
const flan_frame *f = frame;
if (f == NULL || f->info == NULL) { *len = 0; return NULL; }
*len = f->info->namelen;
return f->info->name;
}
const char *flan_dev_frame_loc(const void *frame, int64_t *len) {
const flan_frame *f = frame;
if (f == NULL || f->info == NULL) { *len = 0; return NULL; }
*len = f->info->loclen;
return f->info->loc;
}
int32_t flan_dev_frame_nslots(const void *frame) {
const flan_frame *f = frame;
return (f == NULL || f->info == NULL) ? 0 : f->info->nslots;
}
/* The fingerprint of the body this frame was compiled from. Zero for a frame
* with no description, which is the same "nothing to compare" a zero slot
* count already means. */
int32_t flan_dev_frame_slotsig(const void *frame) {
const flan_frame *f = frame;
return (f == NULL || f->info == NULL) ? 0 : f->info->slotsig;
}
/* The fingerprint of the globals that body names. Zero for a frame with no
* description, the same "nothing to compare" the slot count and the slot
* fingerprint already mean. */
int32_t flan_dev_frame_refsig(const void *frame) {
const flan_frame *f = frame;
return (f == NULL || f->info == NULL) ? 0 : f->info->refsig;
}
/* Where slot [i] of this frame lives, or NULL — which means one of three
* things, all of which are "there is nothing to read here": this build records
* no slots, the index is not one of them, or the binding that fills it had not
* run when the frame stopped. A caller renders what it is given and refuses
* what it is not; nothing here guesses. */
void *flan_dev_frame_slot(const void *frame, int32_t i) {
const flan_frame *f = frame;
if (f == NULL || f->info == NULL || f->slots == NULL) return NULL;
if (i < 0 || i >= f->info->nslots) return NULL;
return f->slots[i];
}
/* ── The allocation registry: an address answers with a type ───────────
*
* A Flan struct is exactly its C layout: no header, no tag word. That is
* deliberate — it is what makes a struct free and the FFI work — and it is
* also why "what is at this address" has no run-time answer. A tag cannot be
* added without breaking raylib.
*
* The registry sidesteps the question rather than answering it. The
* allocator's *caller* knows the type at the moment it asks for memory, and
* the compiler is standing right there: a dev build emits one note after every
* allocating call, naming the type the memory was asked for. Nothing about a
* value's layout changes. A release build emits no note and this table stays
* empty for the life of the process.
*
* What a note records is a *block*, not a value: base, extent, and the size of
* one element. So a lookup is containment rather than equality, and that is
* not an optimisation — every pointer a program can hold into heap storage is
* interior. (at v i) is v->ptr + i*size and (resolve p h) is an item in the
* middle of a pool's array; neither is ever a base address. A table that
* answered only exact hits would answer nothing anybody can ask it.
*
* Dead entries are kept, which is the second thing this buys: an address that
* was freed still names what died. An entry is dropped only when the allocator
* hands the same address out again, which is exactly when the old answer stops
* being true.
*
* The type name is a pointer into read-only data, not a copy. The strings are
* the ones the compiler already emits beside the call site, and this file's
* header says a module is never dlclose'd, so they outlive the table.
*/
/* A power of two: the probe wraps with a mask. Fixed, and full is not fatal —
* see flan_dev_reg_note. */
#define FLAN_REG_CAP 4096
typedef struct {
const char *type; /* the Flan spelling, e.g. "Enemy" or "(Vec i32)" */
int64_t typelen;
uintptr_t base; /* 0 for an empty slot */
int64_t bytes; /* the extent of the block */
int64_t elem; /* one element's size, or 0 if it is not an array */
int64_t seq; /* when it was made */
int64_t died; /* when it was released, or 0 while it is live */
} flan_reg_entry;
/* Allocated by flan_dev_reg_enable and null until then, which is the whole of
* what a release build carries: a null pointer, a zero flag, and the load and
* not-taken branch each of the hooks below begins with. A fixed array here
* instead would be a quarter of a megabyte of BSS in a shipped game, for a
* table nothing in that build ever writes. */
static flan_reg_entry *flan_reg;
static int64_t flan_reg_used; /* live + dead slots in use */
static int64_t flan_reg_seq; /* a monotonic clock, in events */
static int flan_reg_on; /* only a dev build turns this on */
static int flan_reg_full; /* something found no slot */
/* Armed by the program's entry in a dev build. The free-side hooks in
* flan_rt.c are called unconditionally and begin with this load and a
* not-taken branch, because flan_dev.c is linked into every build and a
* second version of the allocator gated on a build flag is worse than a
* branch. That is a real cost and not zero; BUILT.md says so rather than
* repeating the claim that a release build carries nothing. */
void flan_dev_reg_enable(void) {
if (flan_reg_on) return;
flan_reg = (flan_reg_entry *)calloc(FLAN_REG_CAP, sizeof *flan_reg);
/* A registry that could not be made is not worth dying over; the flag stays
off and every question about an address answers "never heard of it",
which is what a release build answers too. */
if (flan_reg == NULL) return;
flan_reg_on = 1;
}
int flan_dev_reg_enabled(void) { return flan_reg_on; }
/* Knuth's multiplicative hash over the address, which is what an allocator
* hands out: aligned, and therefore dense in its low bits. */
static size_t flan_reg_slot(uintptr_t a) {
return (size_t)(((a >> 3) * 11400714819323198485ULL) >> 40)
& (FLAN_REG_CAP - 1);
}
/* Drop every dead entry and re-insert the live ones. Called when the table
* fills: in a long-running program the dead are the bulk of it, and losing
* them is much cheaper than losing the live half. */
static void flan_reg_compact(void) {
size_t bytes = FLAN_REG_CAP * sizeof(flan_reg_entry);
flan_reg_entry *old = (flan_reg_entry *)malloc(bytes);
int64_t i;
/* Borrowed rather than kept: a second permanent copy would double what a
dev build holds for a rearrangement that happens rarely. If it cannot be
had, the table simply stays as it is and says it is full. */
if (old == NULL) { flan_reg_full = 1; return; }
memcpy(old, flan_reg, bytes);
memset(flan_reg, 0, bytes);
flan_reg_used = 0;
for (i = 0; i < FLAN_REG_CAP; i++) {
size_t s;
int64_t probe;
if (old[i].base == 0 || old[i].died != 0) continue;
s = flan_reg_slot(old[i].base);
for (probe = 0; probe < FLAN_REG_CAP; probe++) {
size_t j = (s + (size_t)probe) & (FLAN_REG_CAP - 1);
if (flan_reg[j].base == 0) {
flan_reg[j] = old[i];
flan_reg_used++;
break;
}
}
}
free(old);
}
/* One note per allocation. [base] replaces whatever was recorded there, live
* or dead: the allocator handing out an address is the event that makes any
* older answer about it wrong. */
void flan_dev_reg_note(void *base, int64_t bytes, int64_t elem,
const char *type, int64_t typelen) {
uintptr_t a = (uintptr_t)base;
size_t s;
int64_t probe;
if (!flan_reg_on || a == 0 || bytes <= 0) return;
if (flan_reg_used * 4 > (int64_t)FLAN_REG_CAP * 3) flan_reg_compact();
s = flan_reg_slot(a);
for (probe = 0; probe < FLAN_REG_CAP; probe++) {
size_t j = (s + (size_t)probe) & (FLAN_REG_CAP - 1);
if (flan_reg[j].base != 0 && flan_reg[j].base != a) continue;
if (flan_reg[j].base == 0) flan_reg_used++;
flan_reg[j].type = type;
flan_reg[j].typelen = typelen;
flan_reg[j].base = a;
flan_reg[j].bytes = bytes;
flan_reg[j].elem = elem;
flan_reg[j].seq = ++flan_reg_seq;
flan_reg[j].died = 0;
return;
}
/* Full of live blocks. Killing the program because it ran out of diagnostic
* room would be the diagnostic shooting the patient — the watch table's rule
* and the same answer: a flag, readable by whoever asks, so that a missing
* entry is never mistaken for a freed one. */
flan_reg_full = 1;
}
int flan_dev_reg_overflowed(void) { return flan_reg_full; }
/* The block containing [a], live or dead, or NULL. A linear scan, because the
* reader is a person pressing a key and the writer is a game loop: the cost
* belongs on this side of the table. */
static flan_reg_entry *flan_reg_find(uintptr_t a) {
int64_t i;
flan_reg_entry *best = NULL;
if (a == 0) return NULL;
for (i = 0; i < FLAN_REG_CAP; i++) {
flan_reg_entry *e = &flan_reg[i];
if (e->base == 0) continue;
if (a < e->base || a >= e->base + (uintptr_t)e->bytes) continue;
/* A live block wins over a dead one covering the same address: the dead
entry is a stale answer the allocator has already contradicted. */
if (best == NULL || (best->died != 0 && e->died == 0)) best = e;
}
return best;
}
/* One block dies. The heap allocator's free calls this, and so does a resize,
* for the block it moved away from.
*
* The probe, not the scan — and the difference matters because this is on the
* *writer's* side. A free hands back the base address the allocator gave out,
* which is what the slot is keyed on, so the question here is equality and
* never containment. Reaching for flan_reg_find would put a 4096-entry sweep
* on every free in a dev build, which is the cost the note was careful not to
* have. */
void flan_dev_reg_dead(void *base) {
uintptr_t a = (uintptr_t)base;
size_t s;
int64_t probe;
if (!flan_reg_on || a == 0) return;
s = flan_reg_slot(a);
for (probe = 0; probe < FLAN_REG_CAP; probe++) {
size_t j = (s + (size_t)probe) & (FLAN_REG_CAP - 1);
if (flan_reg[j].base == 0) return; /* never noted; nothing to mark */
if (flan_reg[j].base != a) continue;
if (flan_reg[j].died == 0) flan_reg[j].died = ++flan_reg_seq;
return;
}
}
/* Every block inside [base, base+bytes) dies — which is an arena's free-all,
* and it is the release Valgrind cannot see. free-all is retain-capacity: the
* offset goes to zero and the pages stay mapped, so memcheck is never told
* anything died and a later read of stale bytes is a read of memory that is,
* as far as it knows, perfectly alive. The registry is told. That does not
* make memcheck report it; it makes the inspector able to. */
void flan_dev_reg_dead_range(void *base, int64_t bytes) {
uintptr_t lo = (uintptr_t)base, hi = lo + (uintptr_t)bytes;
int64_t i, now;
if (!flan_reg_on || bytes <= 0) return;
now = ++flan_reg_seq;
for (i = 0; i < FLAN_REG_CAP; i++) {
flan_reg_entry *e = &flan_reg[i];
if (e->base == 0 || e->died != 0) continue;
if (e->base >= lo && e->base < hi) e->died = now;
}
}
/* Is it safe to follow this pointer? The one question the renderer asks, and
* the reason the answer is worth having: the type at the other end is already
* static — (Ptr Enemy) says Enemy — so the registry is not supplying the type.
* It is supplying permission. */
int32_t flan_dev_reg_live(const void *p) {
flan_reg_entry *e;
if (!flan_reg_on) return 0;
e = flan_reg_find((uintptr_t)p);
return (int32_t)(e != NULL && e->died == 0 ? 1 : 0);
}
/* What was at this address, in words, for the branch that may not follow it.
* Emitted straight into the result buffer rather than returned: the caller is
* a render thunk, which has no allocator, and every other piece of a rendering
* arrives here the same way.
*
* There is no address in the text, and that is deliberate rather than an
* omission. An address is not stable across two runs of the same program, so
* printing one would make a rendering — and therefore a test that reads one —
* depend on where the heap happened to land. It is the rule [Render] already
* follows for an allocator. What a reader wants from a dangling pointer is
* *what died*, and the registry has that.
*
* Returns 1 if anything was written, so that a caller can tell "the registry
* has never heard of this address" — a stack local, which is by design not in
* here — from "this is dead", which is the sentence worth printing. */
int32_t flan_dev_reg_emit(const void *p) {
static char desc[192];
uintptr_t a = (uintptr_t)p;
flan_reg_entry *e = flan_reg_on ? flan_reg_find(a) : NULL;
int64_t off;
char where[64];
int n;
if (e == NULL || e->died == 0) return 0;
off = (int64_t)(a - e->base);
where[0] = '\0';
if (e->elem > 0 && off % e->elem == 0 && off / e->elem > 0)
snprintf(where, sizeof where, "[%lld] of ", (long long)(off / e->elem));
else if (off != 0)
snprintf(where, sizeof where, "+%lld into ", (long long)off);
n = snprintf(desc, sizeof desc, " dead: was %s%.*s, freed at step %lld",
where, (int)e->typelen, e->type, (long long)e->died);
if (n < 0) return 0;
if (n > (int)sizeof desc - 1) n = (int)sizeof desc - 1;
flan_dev_emit((const uint8_t *)desc, n);
return 1;
}
/* How many blocks the table holds — everything, or only the live ones. For a
* test, and for the breakdown-by-type listing that is not built yet. */
int64_t flan_dev_reg_count(int32_t live_only) {
int64_t i, n = 0;
if (!flan_reg_on) return 0;
for (i = 0; i < FLAN_REG_CAP; i++) {
if (flan_reg[i].base == 0) continue;
if (live_only && flan_reg[i].died != 0) continue;
n++;
}
return n;
}