docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Rebuild the API Reference around one page per symbol and richer, verified content.

Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
  instead of a single scrolling page; namespace overview pages (ns-screen …
  ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
  never hidden, plus a flash highlight on the scrolled-to target.

Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
  `Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).

Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
  the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
  page), all 22 annotations, namespace methods with parameter docs, builtins,
  the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
  descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
  world_query_next(property, cursor) arg order, event fields bind by name; dropped
  `when` and `module` (not in the self-hosted parser).

Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
  token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-29 17:53:22 +03:00
parent 25f987e30d
commit 3c7ec9b016
172 changed files with 5240 additions and 895 deletions

View file

@ -1,12 +1,32 @@
---
id: fn-owner
name: owner / set_owner
name: owner
category: networking
kind: builtin
tokens: owner set_owner
sig: owner(e) -> int set_owner(e, id)
tip: Read or assign an entity's network owner.
order: 2
tokens: owner
sig: owner(target) -> int
tip: Read a model instance's network owner id.
order: 50
---
<code>@Owned</code> gives a model an owner slot; <code>owner(e)</code> reads the peer id that owns entity <code>e</code> and <code>set_owner(e, id)</code> assigns it (the authority decides). Ownership gates who may write <code>@Sync(to: owner)</code> fields.
<code>owner</code> returns the network peer id that owns a model instance, or <code>-1</code> when the instance is unowned. It only means anything for instances of an <code>@Owned</code> model, which is what gives the model its owner slot (the runtime's <code>@L_owner</code> array); a fresh instance starts unowned until the authority assigns it with <code>set_owner</code>. Ownership is part of the world snapshot, so it round-trips through replication and rollback. Read it when you need the raw id; use <code>is_owner</code> when you only need to know whether the local peer owns the instance.
Parameters:
- `target` — the model instance (an `entity`) whose owner is read
```ludic
program InspectOwner {
@Sync property Position { column: int = 0, row: int = 0 }
@Owned model Player { @Sync Position }
entry {
spawn Player { Position { column: 5, row: 6 } }
for (Position) in query [Position, {Player}] {
let player_id = self()
print(owner(player_id)) # -1 — a fresh instance is unowned
set_owner(player_id, 7)
print(owner(player_id)) # 7 — the authority assigned peer 7
}
}
}
```