ludic/examples/networking/net_demo.ludic
Orkuncakilkaya aca263642d feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 22:01:52 +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/ludic build examples/networking/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 += 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
}
}