Networking N2–N6, and a fully C-free toolchain
Implement the rest of NETWORKING-DESIGN.md (N2–N6) and eliminate every
`.c` file from the repo. clang remains only the LLVM-IR assembler; no C
is compiled anywhere.
Networking (selfhost/emit_net.ludic + parser/emit changes):
- N2 @Sync: per-model serialize/apply + by-kind dispatchers; POD-scalar
compile error and empty-participation warning; selective replication.
- N3 @Owned: @L_owner array + owner/set_owner/is_owner; owners snapshot.
- N4 @ToServer/@ToClients remote events: framed net_send + net_pump re-emit.
- N5 @Server/@Predicted role guards + drivable sim (tick_fixed/tick_render,
entry-owns-the-loop).
- Built-in loopback transport so multiplayer runs with zero foreign code;
extern fn net_send/net_poll still overrides it for a real socket.
- N6 blessed runtime (examples/net_rt.ludic) + end-to-end demo (net_demo).
- Fix: llty("entity") is now i32 (entities are i32 handles), so let e = self().
C elimination:
- Networking + foreign-mod-ABI tests rewritten as self-contained pure-Ludic
programs (examples/net_*, world_*, mod_events, scoped); tests/ removed.
- Reflection ABI exposed to Ludic as world_* builtins (Ludic-to-Ludic modding).
- Formatter rewritten C→Ludic: tools/ludic-tools/fmt.ludic.
- Language server rewritten C→Ludic: tools/ludic-tools/lsp.ludic (lexer, index
parser, cross-file workspace resolver, JSON, all LSP handlers).
- Obsolete migrate_*.c codemods deleted; ludic_syntax.h kept as vocabulary data.
Suites: ./test.sh 44/44, ./tools/test-tools.sh 28/28 (LSP 42/42), fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# ⚠️ NOT YET IMPLEMENTED by the self-hosted compiler. `scene` / `layer` /
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# `on enter` / `on exit` have no parser support today, so this file does NOT
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# compile with build/ludicc — it is a design sketch of the intended syntax (see
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# LANGUAGE.md §"Scenes & layers"). It is deliberately excluded from test.sh.
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# Games that need scene-like states use a mode register + `machine` today, as
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# examples/chronorift does.
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# scenes — one active scene at a time, each grouping handlers into layers behind
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# an implicit active-scene register (see LANGUAGE.md §"Scenes & layers").
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#
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# Running it (feed a few keystrokes so the loop ticks) prints:
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# 1000 1 101 102 2 3 900 201 900 202 900
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# 1000 Boot (a global handler) runs once at Start
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# 1 Title is `start`; its `on enter` fires at boot
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# 101 frame 1 Update: only Title.Main.Tick runs (Play is not active)
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# 102 frame 2 Update: Tick reaches 2 -> `become Play`…
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# 2 3 …which runs Title's `on exit` then Play's `on enter`
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# 900 Play renders the same frame it is entered (Hud.Draw)
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# 201 900 frame 3: Play.World.Step, then Hud.Draw
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# 202 900 frame 4: Step reaches 2 -> quit(); Hud.Draw paints the last frame
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#
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# ./selfhost/game-build.sh build/ludicc examples/scenes.ludic /tmp/scenes
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# printf 'aaaa' | /tmp/scenes
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program SceneDemo {
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const R_N: int = 0
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