refactor(stdlib): de-abbreviate namespaces (Mem/Sys/Net/Collide)
Expand the abbreviated public namespaces to full words, part of the language-wide de-abbreviation pass: Mem -> Memory, Sys -> System, Net -> Network, Collide -> Collision Math stays (universally accepted, like int/bool). Renames the dispatch strings, LSP signatures, docs (dirs, files, frontmatter), and the inventory manifest; behavior is byte-identical (the bare rt_ targets are unchanged). Reseeded; C-free bootstrap fixpoint holds; all suites green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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7
docs/language/network/_section.md
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7
docs/language/network/_section.md
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---
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id: network
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title: Network
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order: 6
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---
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The low-level networking seam — send and poll datagrams, serialize and apply entity state, and read ownership and role. Offline these collapse to single-player defaults.
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docs/language/network/network-apply.md
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docs/language/network/network-apply.md
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---
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id: network-apply
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name: Network.apply
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category: network
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kind: namespace-method
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tokens: Network.apply
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sig: Network.apply(entity, buf) -> int
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tip: Apply serialized state to an entity.
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order: 3
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ns: Network
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member: apply
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---
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Reads synced fields from <code>buf</code> into <code>entity</code> — the inverse of <code>Network.serialize</code>.
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14
docs/language/network/network-is_owner.md
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docs/language/network/network-is_owner.md
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---
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id: network-is_owner
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name: Network.is_owner
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category: network
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kind: namespace-method
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tokens: Network.is_owner
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sig: Network.is_owner(entity) -> bool
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tip: Does this peer own the entity?
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order: 7
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ns: Network
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member: is_owner
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---
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Returns true when this peer owns <code>entity</code> — <code>owner(entity) == local_id()</code>.
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14
docs/language/network/network-is_server.md
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docs/language/network/network-is_server.md
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---
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id: network-is_server
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name: Network.is_server
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category: network
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kind: namespace-method
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tokens: Network.is_server
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sig: Network.is_server() -> bool
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tip: Is this peer the server?
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order: 6
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ns: Network
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member: is_server
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---
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Returns true on the authoritative peer. Offline it is true, so server-only guards run in single-player.
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14
docs/language/network/network-local_id.md
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docs/language/network/network-local_id.md
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---
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id: network-local_id
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name: Network.local_id
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category: network
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kind: namespace-method
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tokens: Network.local_id
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sig: Network.local_id() -> int
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tip: This peer's own id.
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order: 8
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ns: Network
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member: local_id
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---
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Returns the network id of the local peer.
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14
docs/language/network/network-owner.md
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docs/language/network/network-owner.md
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---
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id: network-owner
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name: Network.owner
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category: network
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kind: namespace-method
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tokens: Network.owner
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sig: Network.owner(entity) -> int
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tip: The peer that owns an entity.
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order: 4
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ns: Network
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member: owner
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---
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Returns the peer id that owns <code>entity</code>'s <code>@Owned</code> state.
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14
docs/language/network/network-poll.md
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docs/language/network/network-poll.md
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---
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id: network-poll
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name: Network.poll
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category: network
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kind: namespace-method
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tokens: Network.poll
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sig: Network.poll(buf, cap) -> int
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tip: Read an inbound datagram.
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order: 1
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ns: Network
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member: poll
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---
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Reads up to <code>cap</code> bytes of the next inbound datagram into <code>buf</code> and returns the byte count, or zero when none is waiting.
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14
docs/language/network/network-send.md
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docs/language/network/network-send.md
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---
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id: network-send
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name: Network.send
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category: network
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kind: namespace-method
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tokens: Network.send
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sig: Network.send(peer, buf, len) -> void
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tip: Put a datagram on the wire.
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order: 0
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ns: Network
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member: send
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---
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Sends the first <code>len</code> bytes of <code>buf</code> to <code>peer</code>. Absent a real socket it uses the built-in loopback, so offline code still runs.
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14
docs/language/network/network-serialize.md
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docs/language/network/network-serialize.md
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---
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id: network-serialize
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name: Network.serialize
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category: network
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kind: namespace-method
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tokens: Network.serialize
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sig: Network.serialize(entity, buf) -> int
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tip: Serialize an entity's synced state.
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order: 2
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ns: Network
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member: serialize
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---
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Writes the <code>@Sync</code> fields of <code>entity</code> into <code>buf</code> and returns the byte count, for sending over the wire.
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14
docs/language/network/network-set_owner.md
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docs/language/network/network-set_owner.md
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---
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id: network-set_owner
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name: Network.set_owner
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category: network
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kind: namespace-method
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tokens: Network.set_owner
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sig: Network.set_owner(entity, peer) -> void
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tip: Assign ownership of an entity.
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order: 5
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ns: Network
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member: set_owner
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---
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Sets the owning peer of <code>entity</code> to <code>peer</code>.
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