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>
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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# ./build.sh examples/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 = 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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