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

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id: annot-sync name: @Sync category: annotations kind: annotation tokens: @Sync sig: @Sync property … / @Owned tip: Mark fields as replicated and models as owned so the compiler generates networking. order: 4

These are the two declarative switches at the top of Ludic's networking: @Sync says what replicates and @Owned says who owns an instance. Replication is opt-in at the field level and decided per model use-site — a field crosses the wire only when it is both replicable (marked @Sync, either on the field or via @Sync property P which marks every field of P) and participating (the model marks the component @Sync). So the same property can replicate in one model and not another, and there is no @NoSync because the surface is purely additive. From these marks the compiler generates the per-model serialize/apply codecs; @Sync on a non-POD-scalar field (like a ptr) is a compile error, since a machine-local pointer cannot cross the wire. @Owned adds the owner slot the ownership builtins and @Predicted read. See the dedicated @Owned page for ownership details.

program SyncedWorld {
  @Sync property Position { column: int = 0, row: int = 0 }   # every field replicable
  property Health { @Sync current: int = 0, maximum: int = 0 } # only current replicable

  @Owned model Player { @Sync Position, @Sync Health }         # participates -> column,row,current
  model Scenery { Position }                                   # not @Sync here -> never replicates

  entry {
    spawn Player { Position { column: 3, row: 4 }, Health { current: 50, maximum: 100 } }
    for (Position, Health) in query [Position, Health, {Player}] {
      print(sync_size(self()))          # 12 = Position(8) + Health.current(4)
    }
  }
}