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Rebuild the API Reference around one page per symbol and richer, verified content.
Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
instead of a single scrolling page; namespace overview pages (ns-screen …
ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
never hidden, plus a flash highlight on the scrolled-to target.
Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
`Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).
Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
page), all 22 annotations, namespace methods with parameter docs, builtins,
the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
world_query_next(property, cursor) arg order, event fields bind by name; dropped
`when` and `module` (not in the self-hosted parser).
Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
29 lines
1.4 KiB
Markdown
29 lines
1.4 KiB
Markdown
---
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id: annot-owned
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name: @Owned
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category: annotations
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kind: annotation
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tokens: @Owned
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sig: @Owned model Name { … }
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tip: Give a model a network owner slot so its instances can be assigned to a peer.
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order: 50
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---
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<code>@Owned</code> declares that every instance of a model carries a network owner — it adds an owner slot to the model (the runtime's <code>@L_owner</code> array), which the builtins <code>owner</code>, <code>set_owner</code>, and <code>is_owner</code> read and assign. A fresh instance starts unowned (<code>-1</code>) until the authority assigns it. Ownership is what gates who may write <code>@Sync(to: owner)</code> fields and who runs <code>@Predicted</code> control handlers, and it is stored in the world snapshot so it round-trips through replication and rollback. Mark the models that represent a player's avatar or units; leave shared scenery unowned.
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```ludic
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program OwnedModel {
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@Sync property Position { column: int = 0, row: int = 0 }
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@Owned model Player { @Sync Position } # each Player instance has an owner slot
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entry {
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spawn Player { Position { column: 5, row: 6 } }
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for (Position) in query [Position, {Player}] {
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let player_id = self()
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print(owner(player_id)) # -1 — unowned until assigned
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set_owner(player_id, 0)
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print(is_owner(player_id)) # 1 — the local peer now owns it
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}
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}
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}
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```
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