ludic/examples/networking/net_demo.ludic
Orkuncakilkaya bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
  byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
  for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
  WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
  BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
  `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
  ```ludic fence reformatted with the fixed formatter (whitespace only)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:26 +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/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
}
}