Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
29 lines
1.3 KiB
Text
29 lines
1.3 KiB
Text
# net_snapshot.ludic — N1: whole-world snapshot to a memory buffer
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# (NETWORKING-DESIGN §5, §13 N1). The rollback/replication substrate.
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#
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# save()/load() snapshot the entire ECS world to a file; world_size/world_save/
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# world_load generalize the identical layout to a caller-owned memory buffer:
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# world_size() -> exact snapshot byte count
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# world_save(buf) -> bytes written (entities, components, vars)
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# world_load(buf, len) -> restore the world from those bytes
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# That is all rollback needs (save → predict → on misprediction restore and
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# re-sim) and all state replication needs (snapshot → ship → apply). This program
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# spawns a Unit (hp 50), snapshots the world, mutates hp to 7, then restores — hp
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# reads back 50. Prints 50 / 7 / 50, driven entirely from Ludic (no C host).
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program NetSnapshot {
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property Health { hp: int = 0, max: int = 0 }
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model Unit { Health }
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entry {
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spawn Unit { Health { hp: 50, max: 100 } }
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let buf = bytes(world_size())
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for (Health) in query [Health, {Unit}] {
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print(Health.hp) # 50
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let n = world_save(buf) # snapshot the whole world
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Health.hp = 7
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print(Health.hp) # 7
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world_load(buf, n) # roll the world back
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print(Health.hp) # 50 — restored from bytes
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}
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}
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}
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