ludic/examples/networking/net_sync.ludic
2026-09-25 14:43:23 +03:00

42 lines
2.2 KiB
Text

# net_sync.ludic — N2: @Sync replication codegen (NETWORKING-DESIGN §6.1, §13 N2).
#
# Replication is opt-in at the field level and per model use-site. All three
# granularities here:
# @Sync property Position — every field of Position is replicable
# Health { @Sync hp, max } — only hp is replicable; max never is
# @Sync Position in Player — Position participates → x, y replicate
# Position in Prop — not @Sync here → Prop's Position does NOT replicate
#
# The compiler generates per-model serialize/apply over exactly the replicable-
# and-participating fields, plus by-kind dispatchers: sync_size(e) / serialize(e,
# buf) / apply(e, buf, len). This snapshots a Player's synced fields, mutates all
# of them, then applies the snapshot: synced fields (x, y, hp) restore; the
# unsynced one (max) keeps its mutation. Prints 12 (bytes) / 3 4 50 999.
program NetSync {
@Sync property Position { x: int = 0, y: int = 0 } # all fields replicable
property Health { @Sync hp: int = 0, max: int = 0 } # only hp replicable
@Owned model Player { @Sync Position, @Sync Health }
model Prop { Position } # Position not @Sync here → no replication
entry {
spawn Player { Position { x: 3, y: 4 }, Health { hp: 50, max: 100 } }
unsafe { # a raw snapshot buffer on purpose: built with --unsafe (L7)
for (Position, Health) in query [Position, Health, {Player}] {
let e = self()
let buf = bytes(64)
print(sync_size(e)) # 12 = Position(x,y)=8 + Health.hp=4
let n = serialize(e, buf) # snapshot the synced fields
Position.x = 99 # mutate everything
Position.y = 88
Health.hp = 7
Health.max = 999 # max is NOT synced
apply(e, buf, n) # restore from the snapshot
print(Position.x) # 3 — restored
print(Position.y) # 4 — restored
print(Health.hp) # 50 — restored
print(Health.max) # 999 — kept (unsynced)
}
}
}
}