All checks were successful
docs / build-and-deploy (push) Successful in 2s
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>
1.5 KiB
1.5 KiB
id: annot-server name: @Server category: annotations kind: annotation tokens: @Server sig: @Server handler Name { … } tip: Run a handler only on the authority; clients receive the result via @Sync. order: 50
@Server marks a handler as server-authoritative: it runs only on the peer acting as the authority, and clients receive its effects through ordinary @Sync replication rather than by running the handler themselves. This is the declarative alternative to sprinkling is_server() branches through gameplay code — the role is a property of the handler, so every line's placement stays legible. Unmarked handlers are the shared, deterministic simulation that runs everywhere; use @Server for decisions that must have a single source of truth, like awarding score, resolving damage, or spawning authoritative entities. Offline the role register defaults to server, so the guard collapses to "run here" and a single-player build is unchanged.
program AuthoritativeScore {
property Score { total: int = 0 }
model Scoreboard { Score }
handler Tick phase Update { # unmarked -> runs on every peer
for (Score) in query [Score] { Score.total = Score.total + 1 }
}
@Server handler AwardBonus phase Update { # authority only
for (Score) in query [Score] { Score.total = Score.total + 100 }
}
handler SpawnScoreboard phase Start {
spawn Scoreboard { Score { total: 0 } }
}
}