ludic/examples/net_sync.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_sync.ludic — N2: @Sync replication codegen (NETWORKING-DESIGN §6.1, §13 N2).
#
# Replication is opt-in at the field level and per model use-site. All three
# granularities here:
# @Sync property Position — every field of Position is replicable
# Health { @Sync hp, max } — only hp is replicable; max never is
# @Sync Position in Player — Position participates → x, y replicate
# Position in Prop — not @Sync here → Prop's Position does NOT replicate
#
# The compiler generates per-model serialize/apply over exactly the replicable-
# and-participating fields, plus by-kind dispatchers: sync_size(e) / serialize(e,
# buf) / apply(e, buf, len). This snapshots a Player's synced fields, mutates all
# of them, then applies the snapshot: synced fields (x, y, hp) restore; the
# unsynced one (max) keeps its mutation. Prints 12 (bytes) / 3 4 50 999.
program NetSync {
@Sync property Position { x: int = 0, y: int = 0 } # all fields replicable
property Health { @Sync hp: int = 0, max: int = 0 } # only hp replicable
@Owned model Player { @Sync Position, @Sync Health }
model Prop { Position } # Position not @Sync here → no replication
entry {
spawn Player { Position { x: 3, y: 4 }, Health { hp: 50, max: 100 } }
for (Position, Health) in query [Position, Health, {Player}] {
let e = self()
let buf = bytes(64)
print(sync_size(e)) # 12 = Position(x,y)=8 + Health.hp=4
let n = serialize(e, buf) # snapshot the synced fields
Position.x = 99 # mutate everything
Position.y = 88
Health.hp = 7
Health.max = 999 # max is NOT synced
apply(e, buf, n) # restore from the snapshot
print(Position.x) # 3 — restored
print(Position.y) # 4 — restored
print(Health.hp) # 50 — restored
print(Health.max) # 999 — kept (unsynced)
}
}
}