ludic/docs/language/networking/fn-net_poll.md
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

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 into
  • cap — 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
    }
  }
}