- 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>
45 lines
2.2 KiB
Text
45 lines
2.2 KiB
Text
# net_demo.ludic — N6: a networked game end to end, in pure Ludic, no C at all
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# (NETWORKING-DESIGN §13 N6). It exercises the whole stack the earlier phases
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# built: an RPC carries client input to the authority (N4), the authority mutates
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# authoritative state (N5 roles), and the blessed runtime replicates that state
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# back to a peer that had diverged (N2 @Sync + N3 @Owned + net_rt.ludic).
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#
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# One process, one loopback transport, so the round-trips are observable. The
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# sequence a real client/server splits across machines is played here in order:
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#
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# 1. client emits Move(dx:5) — an @ToServer RPC → serialized onto the wire
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# 2. net_pump() — the authority drains it, @On(Move) applies +5
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# 3. rt_replicate(ship) — the authority ships the ship's synced state
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# 4. Pos.x = 999 — the client diverges (mispredicts)
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# 5. rt_receive() — the client reconciles to the authoritative x=5
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#
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# Prints 5 / 999 / 5. Build & run with the Ludic toolchain only:
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# bin/x app examples/networking/net_demo.ludic --headless && ./build/net_demo_headless
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import "net_rt.ludic"
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program NetDemo {
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@Sync property Pos { x: int = 0, y: int = 0 }
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@Owned model Ship { @Sync Pos }
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@ToServer event Move { dx: int = 0 } # client → server RPC
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@On(Move) handler DoMove { # the authority applies input
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for (Pos) in query [Pos, {Ship}] { Pos.x += dx }
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}
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entry {
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spawn Ship { Pos { x: 0, y: 0 } }
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emit Move(dx: 5) # 1. client input → wire
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net_pump() # 2. authority applies it
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for (Pos) in query [Pos, {Ship}] {
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print(Pos.x) # 5 — server state advanced
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rt_replicate(self()) # 3. authority replicates
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Pos.x = 999 # 4. client diverges
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print(Pos.x) # 999
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}
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rt_receive() # 5. client reconciles
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for (Pos) in query [Pos, {Ship}] { print(Pos.x) } # 5 — back to authoritative
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}
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}
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