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cell/CLAUDE.md
2025-12-01 15:38:04 -06:00

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# CLAUDE.md
## Build Commands
Run 'make' to make cell.
### Testing
After install with 'make', just run 'cell' and point it at the actor you want to launch. "cell tests/toml" runs the actor "tests/toml.js"
## Scripting language
This is called "cell", a variant of JavaScript with important differences. See docs/cell.md for detailed language documentation.
## Architecture Overview
Prosperon is an actor-based game engine.
### Actor Model
- Each actor runs on its own thread
- Communication only through message passing (no shared JavaScript objects)
- Hierarchical actor system with spawning/killing
- Actor lifecycle: awake, update, draw, garbage collection
### Cell Language Style Guide
- Use `use()` function for imports (Misty-style, not ES6 import/export)
- Prefer closures and javascript objects and prototypes over ES6 style classes
- Follow existing JavaScript patterns in the codebase
- Functions as first-class citizens
- Use `def` for constants (not const)
- Use `var` for variables (block-scoped like let)
- Check for null with `== null` (no undefined in Cell)
- Use `==` for equality (always strict, no `===`)
- See docs/cell.md for complete language reference
### Core Systems
1. **Actor System** (scripts/core/engine.js)
- Message passing via `send()`, `$_.receive()`
- Actor spawning/management
- Register-based component system (update, draw, gui, etc.)
2. **Module System**
- `use()` function for loading modules
- Module paths: `scripts/modules/`, `scripts/modules/ext/`
- Custom QuickJS build with embedded C modules
3. **Build System**
- Meson build configuration (Makefile is convenience wrapper)
- Multiple platform targets (Windows, macOS, Linux, Web)
- Custom QuickJS build in `subprojects/`
- Uses SDL3 for cross-platform support
### Engine Entry Points
- `source/prosperon.c` - Main C entry point
- `scripts/core/engine.js` - JavaScript engine initialization for system
- `scripts/core/base.js` has modifications to this Javascript runtime (for example, additions to the base Array, String, etc)
### Subprojects
- C code has many subprojects, who's source and sometimes documentation can be found in subprojects. subprojects/quickjs/doc has documentation for quickjs
### Resource System
- Scripts are bundled into `core.zip` during build
- Runtime module loading via PhysFS
- Resource paths checked in order: `/`, `scripts/modules/`, `scripts/modules/ext/`
### Notable Dependencies
- QuickJS (custom build) - JavaScript runtime
- SDL3 - Platform abstraction
- Chipmunk2D - Physics
- ENet - Networking
- Soloud - Audio
- Tracy - Profiling (when enabled)
## Development Tips
### Running Games
```bash
# Build first
make debug
# Run example from build directory
./build_dbg/prosperon examples/chess
# Or copy to game directory
cp build_dbg/prosperon examples/chess/
cd examples/chess
./prosperon
```
### Documentation
- Documentation is found in docs
- Documentation for the JS modules loaded with 'use' is docs/api/modules
- .md files directly in docs gives a high level overview
- docs/cell.md documents the Cell language (JavaScript variant used in Prosperon)
### Shader Development
- Shaders are in `shaders/` directory as HLSL
- Compile script: `shaders/compile.sh`
- Outputs to platform-specific formats: `dxil/`, `msl/`, `spv/`
### Example Games
Located in `examples/` directory:
- `chess` - Chess implementation (has its own Makefile)
- `pong` - Classic pong game
- `snake` - Snake game
- `tetris` - Tetris clone
- `bunnymark` - Performance test
### Testing
```bash
# Run all tests
meson test -C build_dbg
# Run specific test
./build_dbg/prosperon tests/spawn_actor.js
```
### Debugging
- Use debug build: `make debug`
- Tracy profiler support when enabled
- Console logging available via `log.console()`, `log.error()`, etc.
- Log files written to `.prosperon/log.txt`
# Project Structure Notes
## Core JavaScript Modules
- JavaScript modules are defined using the MISTUSE macro in jsffi.c
- The `js_os_funcs`, `js_io_funcs`, etc. arrays define the available functions for each module
- New functions are added with MIST_FUNC_DEF(module, function, args_count)
## File I/O
- `io.slurp(path)` - Reads a file as text
- `io.slurp(path)` - Reads a file as an ArrayBuffer
- `io.slurpwrite(path, data)` - Writes data (string or ArrayBuffer) to a file
- `io.exists(path)` - Checks if a file exists
## Script Loading
- The `use(path)` function in engine.js loads JavaScript modules
- Script loading happens in prosperon.c and the engine.js script
- jsffi.c contains the C hooks for the QuickJS JavaScript engine
- Added functionality for bytecode compilation and loading:
- `os.compile_bytecode(source, filename)` - Compiles JS to bytecode, returns ArrayBuffer
- `os.eval_bytecode(bytecode)` - Evaluates bytecode from an ArrayBuffer
- `compile(scriptPath)` - Compiles a JS file to a .jso bytecode file
- Modified `use()` to check for .jso files before loading .js files
## QuickJS Bytecode API
- `JS_Eval` with JS_EVAL_FLAG_COMPILE_ONLY - Compiles without executing
- `JS_WriteObject` with JS_WRITE_OBJ_BYTECODE - Serializes to bytecode
- `JS_ReadObject` with JS_READ_OBJ_BYTECODE - Deserializes and loads bytecode
- Bytecode files use .jso extension alongside .js files
## Available JavaScript APIs
### Core APIs
- `actor` - Base prototype for all actor objects
- `$_` - Special global for actor messaging
- `prosperon` - Global engine interface
- `console` - Logging and debugging interface
### Rendering
- `draw2d` - 2D drawing primitives
- `render` - Low-level rendering operations
- `graphics` - Higher-level graphics utilities
- `camera` - Camera controls and transformations
- `sprite` - Sprite rendering and management
### Physics and Math
- `math` - Mathematical utilities
- `geometry` - Geometric calculations and shapes
- `transform` - Object transformations
### Input and Events
- `input` - Mouse, keyboard, and touch handling
- `event` - Event management system
### Networking
- `enet` - Networking through ENet library
- `http` - HTTP client capabilities
### Audio
- `sound` - Audio playback using SoLoud
### Utility Modules
- `time` - Time management and delays
- **Must be imported with `use('time')`**
- No `time.now()` function - use:
- `time.number()` - Number representation of current time
- `time.record()` - Struct representation of current time
- `time.text()` - Text representation of current time
- `io` - File I/O operations
- `json` - JSON parsing and serialization
- `util` - General utilities
- `color` - Color manipulation
- `miniz` - Compression utilities
- `nota` - Structured data format
- `wota` - Serialization format
- `qr` - QR code generation/reading
- `tween` - Animation tweening
- `spline` - Spline calculations
- `imgui` - Immediate mode GUI
## Game Development Patterns
### Project Structure
- Game config is typically in `config.js`
- Main entry point is `main.js`
- Resource loading through `resources.js`
### Actor Pattern Usage
- Create actors with `actor.spawn(script, config)`
- Start actors with `$_.start(callback, script)` - the system automatically sends a greeting, callback receives {type: 'greet', actor: actor_ref}
- No need to manually send greetings - `$_.start` handles this automatically
- Manage actor hierarchy with overlings and underlings
- Schedule actor tasks with `$_.delay()` method
- Clean up with `kill()` and `garbage()`
### Actor Messaging with Callbacks
When sending a message with a callback, respond by sending to the message itself:
```javascript
// Sender side:
send(actor, {type: 'status'}, response => {
log.console(response); // Handle the response
});
// Receiver side:
$_.receiver(msg => {
if (msg.type === 'status') {
send(msg, {status: 'ok'}); // Send response to the message itself
}
});
```
**Critical Rules for Message Callbacks**:
- **A message can only be used ONCE as a send target** - after sending a response to a message, it cannot be used again
- If you need to send multiple updates (like progress), only the download request message should be used for the final response
- Status requests should each get their own individual response
- Actor objects and message headers are completely opaque - never try to access internal properties
- Never access `msg.__HEADER__` or similar - the actor system handles routing internally
- Use `$_.delay()` to schedule work and avoid blocking the message receiver
### Game Loop Registration
- Register functions like `update`, `draw`, `gui`, etc.
- Set function.layer property to control execution order
- Use `Register` system to manage callbacks
### Program vs Module Pattern
- Programs are actor scripts that don't return values, they execute top-to-bottom
- Modules are files that return single values (usually objects) that get frozen
- Programs can spawn other programs as underlings
- Programs have lifecycle hooks: awake, update, draw, garbage, etc.
## Technical Capabilities
### Graphics Pipeline
- Supports multiple render backends (Direct3D, Metal, Vulkan via SDL3)
- Custom shader system with cross-platform compilation
- Sprite batching for efficient 2D rendering
- Camera systems for both 2D and 3D
### Asset Support
- Images: PNG, JPG, QOI, etc.
- Audio: Various formats through SoLoud
- Models: Basic 3D model support
- Custom formats: Aseprite animations, etc.
### Developer Tools
- Built-in documentation system with `cell.DOC`
- Tracy profiler integration for performance monitoring
- Imgui debugging tools
- Console logging with various severity levels
## Misty Networking Patterns
Prosperon implements the Misty actor networking model. Understanding these patterns is critical for building distributed applications.
### Portal Reply Pattern
Portals must reply with an actor object, not application data:
```javascript
// CORRECT: Portal replies with actor
$_.portal(e => {
send(e, $_); // Reply with server actor
}, 5678);
// WRONG: Portal sends application data
$_.portal(e => {
send(e, {type: 'game_start'}); // This breaks the pattern
}, 5678);
```
### Two-Phase Connection Protocol
Proper Misty networking follows a two-phase pattern:
**Phase 1: Actor Connection**
- Client contacts portal using `$_.contact()`
- Portal replies with an actor object
- This establishes the communication channel
**Phase 2: Application Communication**
- Client sends application messages to the received actor
- Normal bidirectional messaging begins
- Application logic handles game/service initialization
### Message Handling Best Practices
Messages should be treated as opaque objects with your application data:
```javascript
// CORRECT: Store actor references separately
var players = {};
$_.receiver(msg => {
if (msg.type === 'join_game' && msg.player_id) {
// Store the message for later response
players[msg.player_id] = msg;
// Later, respond to the stored message
send(players[msg.player_id], {type: 'game_start'});
}
});
// WRONG: Trying to access internal message properties
$_.receiver(msg => {
var sender = msg.__HEADER__.replycc; // Never do this!
});
```
### Return ID Lifecycle
- Each reply callback gets a unique return ID
- Return IDs are consumed once and then deleted
- Reusing message objects with return headers causes "Could not find return function" errors
- Always create clean actor references for ongoing communication
**Key Implementation Details:**
- `actor_send()` in `scripts/core/engine.js` handles routing based on available actor data
- Actor objects sent in message data automatically get address/port populated when received over network
- Three communication pathways: `os.mailbox_exist()` check → mailbox send → network send
- Actor objects must contain all necessary routing information for transparent messaging
### Common Networking Bugs
1. **Portal sending application data**: Portal should only establish actor connections
2. **Return ID collision**: Reusing messages with return headers for multiple sends
3. **Mixed phases**: Trying to do application logic during connection establishment
4. **Header pollution**: Using received message objects as actor references
5. **Missing actor address info**: Actor objects in message data need network address population (fixed in engine.js:746-766)
### Example: Correct Chess Networking
```javascript
// Server: Portal setup
$_.portal(e => {
send(e, $_); // Just reply with actor
}, 5678);
// Client: Two-phase connection
$_.contact((actor, reason) => {
if (actor) {
opponent = actor;
send(opponent, {type: 'join_game'}); // Phase 2: app messaging
}
}, {address: "localhost", port: 5678});
// Server: Handle application messages
$_.receiver(e => {
if (e.type === 'join_game') {
opponent = e.__HEADER__.replycc;
send(opponent, {type: 'game_start', your_color: 'black'});
}
});
```
## Memory Management
- When working with a conversational AI system like Claude, it's important to maintain a clean and focused memory
- Regularly review and update memories to ensure they remain relevant and helpful
- Delete or modify memories that are no longer accurate or useful
- Prioritize information that can genuinely assist in future interactions