ludic.devlink: the interface's verbs (ui_screen, ui_model, ui_tree, ui_override) through a DevlinkUi port

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 22:48:34 +03:00
parent 9f07fc8a62
commit 5bc2342174
8 changed files with 203 additions and 1 deletions

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@ -11,7 +11,12 @@ An editor's live link into a running dev build: the wire protocol v1 frozen in
`cam_get` / `cam_set` / `cam_release`, `goto`, `map_load`, `time`, `weather`, `shot`, `pause` / `resume`,
`step`. `map_load`, `shot` and `step` answer later by id (5 s at most, one at a time). While
`coop()` says a session is connected, everything but `ping` and `hello` is refused.
- **The interface's verbs** are `DevlinkUi` members, the same default: `ui_screen` answers the screen's root
class and every component up; `ui_model "<Class>" "<out>"` and `ui_tree "<out>"` have the game write the
first instance's model, or the whole tree, to that file (no `..`) and answer `ok "<out>"`, so a datagram
stays small; `ui_override "<path>" "<file>"` has the interface read a template or stylesheet from that file
and reload it keeping state (`""` for the file clears one, `"" ""` clears all). All answer at once.
- **Call `devlink_tick`** once a frame from something that runs while the game is paused (not from a
system the pause stops), or `resume` could never arrive.
Tests: `ludic test packages/ludic.devlink` (a fake transport and world; each answer byte for byte).
Tests: `ludic test packages/ludic.devlink` (a fake transport, world and interface; each answer byte for byte).