ludic/packages/ludic.session/roster.ludic
Orkuncakilkaya 71735b10a2 feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune
ludic.base's Queue<T> carries a QueueTag (its name and pending count): queue_new(name), q_push(q, v),
q_drain(q), q_clear(q) take no BaseState, and core_undrained(tags) names the given queues still holding
facts. A reducer on a package's state can now call that package's verbs (wallet_earn(wallet_st, n)).

ludic migrate state --prune (ludicc --migrate-prune) takes out each state parameter a function no
longer uses, nor anything it calls, and the argument that fills it - including an argument for a
parameter the callee has dropped, which is taken out before the call is checked, so a generic's T is
told by the argument that says it. A reducer keeps its state. --dry-run now counts the edits it would
make. Every package was moved with it: 608 base_st parameters and their arguments, 1889 edits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 04:19:56 +03:00

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# roster.ludic - who is here. Slot 0 is this machine's player and reads the SessionLocal port
# live; slots 1.. are remote players, filled by what their machines report.
export function ply_init(session_st: mut SessionState) -> void { session__init(session_st) }
export function ply_on(session_st: SessionState, p: int) -> bool {
if p == 0 { return true }
if session_st.session__slot == null or p < 0 or p >= PLY_MAX { return false }
return session_st.session__slot[p].on
}
export function ply_is_local(p: int) -> bool { return p == 0 }
# the roster slot holding network player `pid`, or -1
export function ply_slot_of(session_st: SessionState, pid: int) -> int {
if session_st.session__slot == null or pid <= 0 { return -1 }
for p in 1 .. PLY_MAX { if session_st.session__slot[p].on and session_st.session__slot[p].pid == pid { return p } }
return -1
}
export function ply_count(session_st: SessionState) -> int {
var n = 1
for p in 1 .. PLY_MAX { if ply_on(session_st, p) { n += 1 } }
return n
}
# a remote player comes in, standing where this one stands until they say: the first free
# slot, or -1 when the party is full
export function ply_join(session_st: mut SessionState, pid: int) -> int {
session__init(session_st)
if pid <= 0 { return -1 } # 0 is this machine's player
for p in 1 .. PLY_MAX {
if session_st.session__slot[p].on { continue }
let r = new PartyMember
r.on = true
r.pid = pid
r.x = SessionLocal.x()
r.y = SessionLocal.y()
r.z = SessionLocal.z()
session_st.session__slot[p] = r
session__fact(session_st, SES_JOINED, p, pid)
return p
}
return -1
}
export function ply_leave(session_st: mut SessionState, p: int) -> void {
if p <= 0 or not ply_on(session_st, p) { return }
let r = session_st.session__slot[p]
r.on = false
r.ready = false
session__fact(session_st, SES_LEFT, p, r.pid)
}
export function ply_leave_all(session_st: mut SessionState) -> void { for p in 1 .. PLY_MAX { ply_leave(session_st, p) } }
# what a remote player's machine reported this tick
export function ply_report(session_st: mut SessionState, p: int, x: float, y: float, z: float, yaw: float, speed: float) -> void {
if p <= 0 or not ply_on(session_st, p) { return }
let r = session_st.session__slot[p]
r.x = x
r.y = y
r.z = z
r.yaw = yaw
r.speed = speed
}
export function ply_report_rest(session_st: mut SessionState, p: int, rest: float, sleeping: bool) -> void {
if p <= 0 or not ply_on(session_st, p) { return }
session_st.session__slot[p].rest = rest
session_st.session__slot[p].sleeping = sleeping
}
export function ply_report_name(session_st: mut SessionState, p: int, name: string) -> void {
if p <= 0 or not ply_on(session_st, p) { return }
session_st.session__slot[p].name = name
}