42 lines
No EOL
2.8 KiB
HTML
42 lines
No EOL
2.8 KiB
HTML
<!doctype html>
|
||
<html lang="en">
|
||
<head>
|
||
<meta charset="utf-8">
|
||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||
<title>@Predicted — Ludic</title>
|
||
<meta name="description" content="Run a control handler on the owning client speculatively and on the server authoritatively.">
|
||
<link rel="stylesheet" href="base.css">
|
||
<link rel="stylesheet" href="docs.css">
|
||
</head>
|
||
<body>
|
||
<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
|
||
<main class="wrap item">
|
||
<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#annotations">Annotations</a> <span>›</span> <span class="here">@Predicted</span></div>
|
||
<div class="item-head">
|
||
<span class="kind-badge kind-annotation">annotation</span>
|
||
<h1 id="top">@Predicted</h1>
|
||
</div>
|
||
<code class="sig">@Predicted handler Name { … }</code>
|
||
<div class="desc"><p><code>@Predicted</code> marks a control handler that runs in two places: speculatively on the client that <b>owns</b> the affected instance, so local input feels instant, and authoritatively on the server, whose result reconciles the client if the two diverge. It is the responsive-control role from Quake-style client-prediction, named for the netcode behavior (owner-predicts plus server-authoritative plus reconcile) rather than the machine, and it matches Unity's <code>GhostMode.Predicted</code> so the concept transfers. Prediction is explicit — Ludic never silently predicts — and it only applies to instances of an <code>@Owned</code> model, since the dispatch reads <code>is_owner</code> to decide whether the local client should run it. Use it for the owning player's movement and actions; leave authority-only rules on <code>@Server</code>.</p></div>
|
||
|
||
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program PredictedMovement {
|
||
@Sync property Position { column: int = 0, row: int = 0 }
|
||
@Owned model Player { @Sync Position }
|
||
|
||
@Predicted handler MovePlayer phase Input { # owner predicts, server reconciles
|
||
let pressed = Input.key()
|
||
for (Position) in query [Position, {Player}] {
|
||
if pressed == 'd' { Position.column = Position.column + 1 }
|
||
}
|
||
}
|
||
|
||
handler SpawnPlayer phase Start {
|
||
spawn Player { Position { column: 0, row: 0 } }
|
||
}
|
||
}</pre></div>
|
||
|
||
<a class="back" href="api.html">← All symbols</a>
|
||
</main>
|
||
<script src="ludic-highlight.js"></script>
|
||
<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
|
||
</body></html> |