implement: unit identity -- dotted paths, name rules, source path

Units start here, with the part that needs no import graph: what a unit is
called and where it must live.

The parser only ever read a single identifier after `unit` and `import`, so
`unit game.main;` and `import std.io;` were syntax errors -- which is why the
dotted fixtures failed at the semicolon. It now reads a dotted path and stores
it canonically, dots included, since that spelling is the unit's identity
everywhere else. `import a.b as c;` parses too, with the alias on the node.

resolve.c is the new pass between parsing and checking, for the questions that
span files. It carries SPEC 8.1 so far: each path segment is ASCII lowercase,
starts with a letter, continues with letters, digits or underscore, and is at
most eight characters; and the dotted path must match the source path it was
read from, so game.world.map has to come from game/world/map.fe. The source
side is folded to lowercase before comparing, because a case-insensitive host
must not let two spellings become two units.

That rule then applied to the fixtures, which were not obeying it: 57 declared
a unit name unrelated to their file, left over from the milestone directories,
and eight had names too long to be legal. Both are now aligned -- the rule is
worth having only if the tree follows it.

units: badupper, badlong and unitbad pass. 138 -> 146 of 188. The rest of
units/ needs the import graph, which is the next piece: resolution, cycles,
bindings and visibility.
This commit is contained in:
2026-08-17 03:47:28 +09:00
parent 547d8c5ec2
commit 51e2568ba7
68 changed files with 215 additions and 61 deletions
+8
View File
@@ -0,0 +1,8 @@
unit bad_move;
fn take(p: ^i32) -> void { mem.destroy(p); }
fn twice(p: ^i32) -> void {
take(p);
take(p);
}