ludic/packages/ludic.net/README.md
Orkuncakilkaya ca69a3f9ae ludic.net: a message's record, bytes and lists kept - queued ones back to a pool once sent or taken, the inbox's two drains on, a read text interned
np_queue made a NetMsg and a buffer per message, every flush a new keep list, and every message
that came in a NetMessage and a buffer; nr_text a new string per text read. A party plays at
dozens a second, so all of it is kept now: a pool of MTU-sized records for the queue (a peer's two
lists swapped by the flush), the inbox's records in two halves swapped when a message finds the
inbox empty, net_written's one record, a relay hello's and a STUN request's bytes in one scratch
buffer, and the texts read out interned. Tests: 6000 messages with the heap flat (Os.heap_bytes),
and an inbox record that holds still across a drain and comes back two drains on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:25:46 +03:00

6.4 KiB

ludic.net

A small party over UDP: a host and up to eleven guests, packets with reliable ordered delivery, the frame of a handshake, join codes, and room codes through a matchmaker with STUN, hole punching and a relay for the routers punching cannot get through. Uses ludic.base and nothing else.

import "ludic.net"

What a message says, what each kind means, what a hello carries and why a host refuses one are the game's. The package gets bytes there once, in order, and says what happened to the session.

The wire

A packet is a 20-byte header - "ML", the protocol byte, 1, the session token, the sender's pid, the highest reliable id taken in order, a message count - then messages: a kind, a flags byte, a reliable id when the message is reliable, a 16-bit length and the payload. A reliable message is kept until acknowledged and sent again every quarter second; a receiver takes them strictly in order and drops what arrives early (it comes again). An unreliable one half a second old is dropped. A message is at most NET_MTU - 40 bytes and is cut, silently, past that; a string is at most 200 bytes (nw_s), a longer one is nw_text with its own cap. Numbers are little-endian and a float goes as its bits.

The host is pid 1 and hands out 2 upwards (net_accept). Kind 1 is NET_HELLO, the one kind a stranger may send a host; kind 0 is the heartbeat, never delivered. Until the game accepts a stranger, nothing else from it reaches the inbox.

Nothing a message makes is new

A party sends and takes dozens of messages a second for as long as it plays, and Ludic frees nothing, so the package keeps what a message needs. A queued message's record and its bytes go back to a pool once it is sent (unreliable) or taken (reliable); a peer's queue is two lists swapped by a flush. An inbox message's record comes back two drains after it was handed out: read a drained list before the drain after next. net_written() hands out one kept record, good until the next call. nr_s / nr_text intern what they read (a name comes every frame), so equal texts are one string. The tests hold the heap flat over 6000 messages.

Config and ports

property NetConfig {
  proto (1), port (27415: an address typed without one)
  signal_url ("": room codes off), stun_host, stun_port (27400), stun_at ("ip:port" instead)
  no_stun, force_relay                 # tests on one machine
  relay_port0 (60000), seed            # a relayed guest's port base; the STUN dice
}
port NetWorld { log: fn(string) -> void, trace: fn() -> bool }   # unbound: silence
port NetSocket { open, close, send, recv, from_ip, from_port, port, local_ip }   # unbound: Udp

API

net_config(c) before the first session
net_host(port, token) -> bool open a socket and take guests (and a room, when the matchmaker is on); false: net_why()
net_hello_set() the message just written is the hello: sent again on every dial
net_join(ip, port) -> bool, net_room_join(code) -> bool dial an address, or ask the matchmaker for a room's host
net_accept(slot) -> pid, net_joined_as(token, pid) the host lets a stranger in; a guest was let in
net_dial(ip, port), net_follow(ip, port), net_stand_alone(), net_become_host(token), net_room_host() a refused guest dialling again, a guest following its host elsewhere, a hand-off's heir
net_hello_wait(secs) a slow host gets this much longer (a map switch)
net_begin(dt), net_update(dt), net_end() a frame, with the game's own reading and writing between
net_keepalive(), net_flush_all() a load holding the frame; a machine about to let go
net_reset(), net_lose(why), net_fresh() leave; out with a reason (NET_DOWN); a lost session read and done with
np_queue(slot, kind, rel), np_queue_all(kind, rel, except), np_flush(slot), np_close(slot), np_of_pid(pid) the written message to a peer or to all
net_close_when_sent(slot, secs) let a peer go once it has taken what was queued for it (NET_CLOSED)
nw_begin, nw_i, nw_b, nw_f, nw_s, nw_text, nw_len write a message
net_inbox() -> Queue<NetMessage>, net_read(m), nr_i, nr_b, nr_f, nr_s, nr_text, nr_bad() what came in, in order, and reading it (a short message reads zeros and sets nr_bad)
net_copy_read(), net_written() pass the message read on; the message written, as if it came in
nb_put8, nb_put32, nb_get8, nb_get32, nb_copy bytes
net_code_of(ip, port), net_join_code(), net_parse_code(text), net_code_ip(), net_code_port(), net_is_room(text) ten letters for an address and port, and back; an a.b.c.d[:port] is taken too
net_state(), net_live(), net_active(), net_hosting(), net_joined(), net_joining(), net_my_pid(), net_token(), net_time(), net_why(), net_port(), net_join_ip(), net_join_port(), net_peer_on/pid/ip/port/heard(slot), net_peer_count(), net_room_on(), net_room(), net_room_asking(), net_via_relay(), net_outside_ip/port() what the game asks
net_bytes_out(), net_kind_bytes(kind), net_kind_out_clear() what a party costs the upload
net_facts() -> Queue<NetFact> { what, slot, pid, why, text }: NET_GONE (a guest went silent), NET_CLOSED, NET_DOWN (why: NET_WHY_*, text: the room nobody had), NET_ROOM (text: the code), NET_ROOM_FAILED

A frame, as the game runs it:

net_begin(dt)                    # time, and what came in onto the inbox
let got = q_drain(net_inbox())   # the game's own dispatch
for i in 0 .. len(got) { if net_peer_on(got[i].slot) { net_read(got[i]) ... } }
net_update(dt)                   # the matchmaker, the hello, silence
... queue this frame's messages ...
net_end()                        # heartbeats, sending, slots let go
q_drain(net_facts())

The words for a reason are the game's: NET_WHY_* is a code, and NET_WHY_GAME means the game said why itself before net_lose.

Tests

ludic test packages/ludic.net

A fake socket: the codec, the codes, a host taking a stranger only with a hello, delivery in order, resending until taken, a stale unreliable message dropped, the hello's timeout, a silent guest, a slot let go once it took its last message, and no matchmaker. The matchmaker, STUN and the relay are covered by the game's tests/net.sh (NET_ROOM=1, NET_RELAY=1) against tools/partyserver on localhost.