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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>
1.6 KiB
1.6 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| fn-net_poll | net_poll | networking | builtin | net_poll | net_poll(buf, cap) -> int | Receive queued bytes from the transport; returns the byte count. | 1 |
net_poll copies up to cap waiting bytes into buf and returns how many actually arrived, or 0 when nothing is queued. It is the read half of the transport seam and the counterpart to net_send; each poll yields one datagram, so drain in a loop until it returns 0. Once you have the bytes you fold them back into a model instance with the generated apply — for a self-describing frame, write the entity id into the first word on send and read it back here before applying. Like net_send, this is the freedom layer beneath @Sync; most games never call it directly.
Parameters:
buf— the destination buffer to copy received bytes intocap— the maximum number of bytes to accept this call
program ReceivePlayer {
@Sync property Position { column: int = 0, row: int = 0 }
@Owned model Player { @Sync Position }
entry {
spawn Player { Position { column: 0, row: 0 } }
let incoming_bytes = words(512)
var received_count = net_poll(incoming_bytes, 2048)
while received_count > 0 {
let target_id = incoming_bytes[0] # entity id led the frame
apply(target_id, offset(incoming_bytes, 4), received_count - 4)
received_count = net_poll(incoming_bytes, 2048) # next datagram, if any
}
}
}