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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-29 15:08:23 +03:00
parent 96d01e45ab
commit bca8f126fc
67 changed files with 24066 additions and 9309 deletions

View file

@ -70,21 +70,32 @@ fn emit_program() -> void {
g_uses_str = false
g_uses_intstr = false
g_uses_strslice = false
g_uses_loopback = false
loc_name = new []ptr; loc_reg = new []ptr; loc_ty = new []ptr; loc_mut = new []int
brk_lbl = new []ptr; cnt_lbl = new []ptr
self_stk = new []ptr
mach_stk = new []Node
emit_header()
emit_extern_decls()
if has_ecs() { emit_ecs_storage() }
var i = 0
while i < len(prog) { if prog[i].kind == N_FN { emit_fn(prog[i]) }; i = i + 1 }
if len(g_events) > 0 { emit_event_fns() } # EV0: @ev_<E> event-dispatch functions
if has_ecs() and len(g_events) > 0 { emit_world_table() } # EV2: the mod reflection ABI
if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
if has_ecs() { emit_net() } # N2/N3: @Sync serializers + @Owned storage (gated internally)
if has_ui() { emit_ui_build() }
if has_systems() { emit_game_main() }
else {
if has_systems() and has_entry() { # N5: game owns its loop via `entry`
emit_game_defs() # system fns, hooks, tick helpers
i = 0
while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
}
else { if has_systems() { emit_game_main() } # the auto frame loop
else {
i = 0
while i < len(prog) { if prog[i].kind == N_MAIN { emit_main(prog[i]) }; i = i + 1 }
} }
if g_uses_loopback { emit_loopback() } # built-in transport, after all net_send/net_poll uses are seen
if g_uses_str { emit_str_prelude() } # @fn_str_eq / @fn_str_concat, after all uses are seen
if g_uses_intstr { emit_int_str() } # @fn_int_str, for str(int) in interpolation
if g_uses_strslice { emit_str_slice() } # @fn_str_slice, for s[a..b]