ludic/examples/net_snapshot.ludic
Orkuncakilkaya bca8f126fc Networking N2–N6, and a fully C-free toolchain
Implement the rest of NETWORKING-DESIGN.md (N2–N6) and eliminate every
`.c` file from the repo. clang remains only the LLVM-IR assembler; no C
is compiled anywhere.

Networking (selfhost/emit_net.ludic + parser/emit changes):
- N2 @Sync: per-model serialize/apply + by-kind dispatchers; POD-scalar
  compile error and empty-participation warning; selective replication.
- N3 @Owned: @L_owner array + owner/set_owner/is_owner; owners snapshot.
- N4 @ToServer/@ToClients remote events: framed net_send + net_pump re-emit.
- N5 @Server/@Predicted role guards + drivable sim (tick_fixed/tick_render,
  entry-owns-the-loop).
- Built-in loopback transport so multiplayer runs with zero foreign code;
  extern fn net_send/net_poll still overrides it for a real socket.
- N6 blessed runtime (examples/net_rt.ludic) + end-to-end demo (net_demo).
- Fix: llty("entity") is now i32 (entities are i32 handles), so let e = self().

C elimination:
- Networking + foreign-mod-ABI tests rewritten as self-contained pure-Ludic
  programs (examples/net_*, world_*, mod_events, scoped); tests/ removed.
- Reflection ABI exposed to Ludic as world_* builtins (Ludic-to-Ludic modding).
- Formatter rewritten C→Ludic: tools/ludic-tools/fmt.ludic.
- Language server rewritten C→Ludic: tools/ludic-tools/lsp.ludic (lexer, index
  parser, cross-file workspace resolver, JSON, all LSP handlers).
- Obsolete migrate_*.c codemods deleted; ludic_syntax.h kept as vocabulary data.

Suites: ./test.sh 44/44, ./tools/test-tools.sh 28/28 (LSP 42/42), fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 15:08:23 +03:00

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# net_snapshot.ludic — N1: whole-world snapshot to a memory buffer
# (NETWORKING-DESIGN §5, §13 N1). The rollback/replication substrate.
#
# save()/load() snapshot the entire ECS world to a file; world_size/world_save/
# world_load generalize the identical layout to a caller-owned memory buffer:
# world_size() -> exact snapshot byte count
# world_save(buf) -> bytes written (entities, components, vars)
# world_load(buf, len) -> restore the world from those bytes
# That is all rollback needs (save → predict → on misprediction restore and
# re-sim) and all state replication needs (snapshot → ship → apply). This program
# spawns a Unit (hp 50), snapshots the world, mutates hp to 7, then restores — hp
# reads back 50. Prints 50 / 7 / 50, driven entirely from Ludic (no C host).
program NetSnapshot {
property Health { hp: int = 0, max: int = 0 }
model Unit { Health }
entry {
spawn Unit { Health { hp: 50, max: 100 } }
let buf = bytes(world_size())
for (Health) in query [Health, {Unit}] {
print(Health.hp) # 50
let n = world_save(buf) # snapshot the whole world
Health.hp = 7
print(Health.hp) # 7
world_load(buf, n) # roll the world back
print(Health.hp) # 50 — restored from bytes
}
}
}