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>
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docs/language/networking/fn-set_owner.md
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docs/language/networking/fn-set_owner.md
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---
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id: fn-set_owner
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name: set_owner
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category: networking
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kind: builtin
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tokens: set_owner
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sig: set_owner(target, id)
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tip: Assign a model instance's network owner.
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order: 50
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---
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<code>set_owner</code> writes the owning peer id into a model instance's owner slot; it is how the authority hands an <code>@Owned</code> model instance to a client. Because ownership gates who may write <code>@Sync(to: owner)</code> fields and who runs <code>@Predicted</code> handlers, assignment is normally the server's job — a client assigning ownership to itself would defeat that. The value is stored in the world (the <code>@L_owner</code> array), so it survives snapshot, replication, and rollback. Pass the local peer id to make the local peer the owner, or any other peer's id to hand it off.
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Parameters:
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- `target` — the model instance (an `entity`) to assign
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- `id` — the owning peer id to store
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```ludic
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program AssignOwnership {
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@Sync property Position { column: int = 0, row: int = 0 }
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@Owned model Player { @Sync Position }
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entry {
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spawn Player { Position { column: 5, row: 6 } }
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for (Position) in query [Position, {Player}] {
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let player_id = self()
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set_owner(player_id, 0) # hand this instance to the local peer (id 0)
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print(is_owner(player_id)) # 1 — the local peer now owns it
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}
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}
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}
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```
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