ludic/examples/net_demo.ludic
Orkuncakilkaya a38195128f feat(stdlib): namespaced standard library (issue #2)
Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2):
156 namespace methods across Math, Text, List, Ease, Collide, World, Net,
Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time.
All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds).

Compiler (selfhost/):
- Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude —
  bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus
  hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/
  move_toward/smoothstep/lerp/remap/sign/floor/ceil/round.
- Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace,
  and the libc-backed queries.
- List.* (complete): insert/remove_at/remove/sort plus the earlier ops.
- Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/
  circles/rect_circle).
- Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte-
  identical IR) and Mem.* (bytes/words/copy/fill/peek/poke).
- Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new
  runtime primitives; sprite/sprite_scaled aliases), Color.* functions,
  Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new
  game-loop frame counter).
- Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed.

Docs & tooling:
- 129 new per-symbol doc pages; gen.py made data-driven (namespaces
  discovered from the docs, no hardcoded list); new check-impl.py enforces
  that every implemented namespace method / keyword / type / phase has a
  doc page, wired into `x test-tools`. Document the previously-undocumented
  keywords (break/continue/where/entry/new/public + and/or/not tokens).
- LSP: namespaced signature help (ns_method_sig) covering every namespace.

Tests: 12 new self-host/regression tests + a golden render for the drawing
primitives. All suites green (selfhost 21, regression 45, tools 29).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 00:26:19 +03:00

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# net_demo.ludic — N6: a networked game end to end, in pure Ludic, no C at all
# (NETWORKING-DESIGN §13 N6). It exercises the whole stack the earlier phases
# built: an RPC carries client input to the authority (N4), the authority mutates
# authoritative state (N5 roles), and the blessed runtime replicates that state
# back to a peer that had diverged (N2 @Sync + N3 @Owned + net_rt.ludic).
#
# One process, one loopback transport, so the round-trips are observable. The
# sequence a real client/server splits across machines is played here in order:
#
# 1. client emits Move(dx:5) — an @ToServer RPC → serialized onto the wire
# 2. net_pump() — the authority drains it, @On(Move) applies +5
# 3. rt_replicate(ship) — the authority ships the ship's synced state
# 4. Pos.x = 999 — the client diverges (mispredicts)
# 5. rt_receive() — the client reconciles to the authoritative x=5
#
# Prints 5 / 999 / 5. Build & run with the Ludic toolchain only:
# bin/x app examples/net_demo.ludic --headless && ./build/net_demo_headless
import "net_rt.ludic"
program NetDemo {
@Sync property Pos { x: int = 0, y: int = 0 }
@Owned model Ship { @Sync Pos }
@ToServer event Move { dx: int = 0 } # client → server RPC
@On(Move) handler DoMove { # the authority applies input
for (Pos) in query [Pos, {Ship}] { Pos.x = Pos.x + dx }
}
entry {
spawn Ship { Pos { x: 0, y: 0 } }
emit Move(dx: 5) # 1. client input → wire
net_pump() # 2. authority applies it
for (Pos) in query [Pos, {Ship}] {
print(Pos.x) # 5 — server state advanced
rt_replicate(self()) # 3. authority replicates
Pos.x = 999 # 4. client diverges
print(Pos.x) # 999
}
rt_receive() # 5. client reconciles
for (Pos) in query [Pos, {Ship}] { print(Pos.x) } # 5 — back to authoritative
}
}