ludic/examples/networking/net_roles.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_roles.ludic — N5: handler roles + the drivable sim (NETWORKING-DESIGN §6.2,
# §5, §13 N5).
#
# A handler's network role is a declarative annotation, never a runtime branch in
# ordinary code:
# (unmarked) runs on every peer — the shared, deterministic simulation
# @Server runs only on the authority (clients get the result via @Sync)
# @Predicted runs on the owning client and the server (auto-reconciled)
# The runtime sets the peer's role register (set_role); offline it defaults to
# server, so guards collapse to "run here" and a non-networked build is unchanged.
#
# The per-frame phases are also exposed as callables — tick_fixed() runs the sim
# phases — so this game owns its own loop via `entry` (for prediction/rollback,
# replay, headless tests). Acting as a client then the server: 1, then 102.
program NetRoles {
property Score { n: int = 0 }
model Board { Score }
handler Both phase Update { for (Score) in query [Score] { Score.n += 1 } } # runs everywhere
@Server handler ServerOnly phase Update { for (Score) in query [Score] { Score.n += 100 } } # authority only
entry {
spawn Board { Score { n: 0 } }
set_role(0) # act as a client
tick_fixed() # Both(+1); ServerOnly skipped
for (Score) in query [Score] { print(Score.n) } # 1
set_role(1) # act as the server
tick_fixed() # Both(+1) + ServerOnly(+100)
for (Score) in query [Score] { print(Score.n) } # 102
}
}