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nescript/examples/war/deck.ne
Claude 76dd8eacb0
compiler: fix three scoping bugs; war: revert all local/param workarounds
Three related scoping bugs from examples/war/COMPILER_BUGS.md,
all fixed in one pass because they're different layer
manifestations of the same "flat global namespace" problem:

## §3: function-local `var` declarations lived in one namespace

`src/analyzer/mod.rs::register_var` inserted every `var` it
saw — top-level, state-local, AND function-body local — into
the same `self.symbols: HashMap<String, Symbol>`. Two different
functions declaring `var i` collided on E0501, which is why
every local in war/*.ne had a function-prefix like `dfa_card`
or `dwp_px`.

Fix: add a `current_scope_prefix: Option<String>` to the
Analyzer, set it to `Some("<fn_name>")` when checking a
function body (or `Some("Title__frame")` for state handler
bodies), and have `register_var` store the declaration under
an internal key `"__local__{prefix}__{name}"`. New
`resolve_symbol` / `resolve_key` helpers try the
scope-qualified key first and fall back to the bare key for
globals / consts / enum variants / state-level vars / function
names. Every existing `self.symbols.get(name)` inside
body-checking code was swapped over.

Two `var i` declarations inside the SAME function body still
collide with E0501 — we scoped per function body, not per
nested block. Per-block scoping would require live-range
analysis to reuse RAM slots.

## §1b: same-named params across functions shared VarIds

`src/ir/lowering.rs::get_or_create_var` looked up names in a
single global `var_map`, so two functions both with a `card:
u8` parameter resolved to the same `VarId`. Whichever function
was lowered last won the zero-page slot mapping, silently
rerouting the other function's param reads to the wrong slot.

Fix: the IR lowerer now mirrors the analyzer's scope logic.
`LoweringContext` gains a `current_scope_prefix` field that
gets set in `lower_function` / `lower_handler`, and
`get_or_create_var` uses a new `scoped_key` helper that
prepends `"__local__{prefix}__"` when the qualified key exists
in `var_map` or `var_types`. Each function's parameters and
locals therefore get distinct VarIds, and the codegen's
`var_addrs` map naturally has no collisions.

## §2: param transport slots $04-$07 clobbered across nested JSRs

Parameters were passed AND kept in `$04-$07` for the lifetime
of a function. Any nested call overwrote those slots with its
own arguments, so the caller's params were silently corrupted
as soon as it invoked anything. Every war helper that took
params and called other helpers (draw_card_face, push_back_a,
etc) snapshotted its params into fresh locals at the top of
the body.

Fix: in `codegen/ir_codegen.rs::IrCodeGen::new`, every
function-local — including parameters — now gets a dedicated
per-function RAM slot at `$0300+`. Parameters are still passed
via the zero-page transport slots `$04-$07` as the calling
convention, but `gen_function` now emits a **prologue** at
every function entry:

    LDA $04
    STA <param_0_addr>
    LDA $05
    STA <param_1_addr>
    ... etc, up to 4 ...

By the time the body runs, every parameter lives in the
function's dedicated RAM slot, so any nested call can freely
clobber $04-$07 (writing its own arguments there) without
corrupting the caller's saved parameters. Costs 4 LDA/STA
pairs (≈ 20 bytes of ROM, 16 cycles) at every function entry
— worth it to make the calling convention sound.

## War cleanup

With all three fixes in place, every workaround prefix in
`examples/war/*.ne` is gone:

- `card_rank(card)` instead of `card_rank(crk_c)` — bug #1b
- `compare_cards(a, b)` instead of `compare_cards(cmp_a, cmp_b)`
- `push_back_a(card)` instead of `push_back_a(pba_in)` — bug #1b
- `var card: u8 = draw_front_a()` in bury_from_* — bug #3
- `var i: u8 = 0` freely in multiple functions — bug #3
- `fun push_back_a(card)` body no longer snapshots `card` into
  `pba_card` before calling wrap52 — bug #2
- `fun draw_card_face` body no longer snapshots x/y/card into
  locals before calling card_rank/card_suit — bug #2
- `draw_word_player` steps its own x without needing a
  `dwp_px` accumulator to avoid the `x + N` arg compilation
  quirk — that quirk was a downstream symptom of bug #2 and
  is also gone

The source is now about 300 lines shorter and significantly
more readable.

## Regression tests

Seven new tests nail these bugs down:

- `analyzer::tests::analyze_allows_same_local_name_in_two_functions`
- `analyzer::tests::analyze_allows_same_param_name_in_two_functions`
- `analyzer::tests::analyze_allows_same_local_name_in_two_state_handlers`
- `analyzer::tests::analyze_still_rejects_duplicate_local_in_same_function`
- `codegen::ir_codegen::gen_function_prologue_spills_params_to_local_ram`

Plus the four param-arity tests from the earlier E0506 fix
and the wide_hi-leak regression test from the previous
compiler fix. Total suite: 591 unit tests, all passing.

## Golden drift

The prologue change adds a few cycles to every function entry,
which shifts NMI sampling by a handful of cycles and flips
the audio-hash of any example that plays sfx or music
(platformer, war). `arrays_and_functions.png` also picks up a
1-pixel shift in its enemy positions due to the same timing
drift. All three golden updates are pure "compiler produces
different but functionally-identical output" — no game
behavior changed.

## What's still open in COMPILER_BUGS.md

- §4: 8-sprites-per-scanline hardware limit is invisible to
  user code. A static analyzer hint could help; deferred.
- §5: `inline` keyword is silently declined for short
  functions that the optimizer's inliner doesn't recognize
  (it only removes empty functions). Deferred pending a real
  single-return-expression inlining pass.

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 20:33:41 +00:00

167 lines
4.6 KiB
Text

// war/deck.ne — queue operations on the three u8[52] buffers.
//
// Each of deck_a, deck_b, and pot is a 52-entry circular buffer
// storing packed rank/suit bytes. The front index is the next
// card to draw; the count is the number of cards currently in
// the buffer. Everything wraps mod 52 — since 52 isn't a power
// of two, we use `if idx >= 52 { idx -= 52 }` instead of `%` to
// avoid the expensive software mod routine.
// ── Helpers shared by every deck ──────────────────────────
//
// Wrap a (front + count) sum back into the 0..51 range. Only
// needed inside push_back because `front` and `count` are both
// ≤ 51 by construction, so the sum is at most 102 and one
// subtraction is enough.
inline fun wrap52(v: u8) -> u8 {
if v >= DECK_SIZE {
return v - DECK_SIZE
}
return v
}
// ── deck_a ────────────────────────────────────────────────
fun deck_a_empty() -> u8 {
if deck_a_count == 0 {
return 1
}
return 0
}
fun draw_front_a() -> u8 {
var card: u8 = deck_a[deck_a_front]
deck_a_front = wrap52(deck_a_front + 1)
deck_a_count -= 1
return card
}
fun push_back_a(card: u8) {
var slot: u8 = wrap52(deck_a_front + deck_a_count)
deck_a[slot] = card
deck_a_count += 1
}
// ── deck_b ────────────────────────────────────────────────
fun deck_b_empty() -> u8 {
if deck_b_count == 0 {
return 1
}
return 0
}
fun draw_front_b() -> u8 {
var card: u8 = deck_b[deck_b_front]
deck_b_front = wrap52(deck_b_front + 1)
deck_b_count -= 1
return card
}
fun push_back_b(card: u8) {
var slot: u8 = wrap52(deck_b_front + deck_b_count)
deck_b[slot] = card
deck_b_count += 1
}
// ── pot ───────────────────────────────────────────────────
fun push_back_pot(card: u8) {
pot[pot_count] = card
pot_count += 1
}
fun clear_pot() {
pot_count = 0
}
// Transfer every card currently in the pot into deck_a, in FIFO
// order (so the face-up and face-down cards layer naturally).
fun pot_to_a() {
var i: u8 = 0
while i < pot_count {
push_back_a(pot[i])
i += 1
}
pot_count = 0
}
fun pot_to_b() {
var i: u8 = 0
while i < pot_count {
push_back_b(pot[i])
i += 1
}
pot_count = 0
}
// ── Init + shuffle ────────────────────────────────────────
//
// Build a 52-card "master deck" in deck_a's backing array using
// a rank-major loop: for each rank 1..13, each suit 0..3, write
// the packed byte (rank << 4) | suit into deck_a[i]. Then
// bounded-random-swap-shuffle it. Finally, split the first 26
// into deck_b (copied), leaving the second 26 in deck_a's first
// half, and reset both queues' cursors.
//
// The random-swap shuffle is a bounded alternative to
// Fisher-Yates: it does 200 swaps between two random indices,
// where each index is rand() & 0x3F (0..63) and the swap is
// only done when both indices are < 52. Uses only bitwise ops
// (no multiply, no divide).
fun build_master_deck() {
var r: u8 = 1
var i: u8 = 0
while r <= RANK_KING {
var s: u8 = 0
while s < 4 {
// Pack rank into the high nibble, suit into the low.
// rank fits in 4 bits (max 13) and suit fits in 2
// bits, so the shift-and-or is exact.
var packed: u8 = r << 4
deck_a[i] = packed | s
i += 1
s += 1
}
r += 1
}
}
fun shuffle_deck_a() {
var k: u8 = 0
while k < 200 {
var i: u8 = rand_u8() & 0x3F
var j: u8 = rand_u8() & 0x3F
if i < DECK_SIZE {
if j < DECK_SIZE {
var tmp: u8 = deck_a[i]
deck_a[i] = deck_a[j]
deck_a[j] = tmp
}
}
k += 1
}
}
// After shuffle, split deck_a's 52 cards into two halves: the
// first 26 stay in deck_a, the second 26 move into deck_b.
// Reset both queues' front/count cursors in the process.
fun split_decks() {
var i: u8 = 0
while i < HALF_DECK {
deck_b[i] = deck_a[HALF_DECK + i]
i += 1
}
deck_a_front = 0
deck_a_count = HALF_DECK
deck_b_front = 0
deck_b_count = HALF_DECK
pot_count = 0
}
fun init_and_shuffle_decks() {
build_master_deck()
shuffle_deck_a()
split_decks()
}