ludic/examples/scene_events.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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# scene_events.ludic — EV1 for scenes: a `public` scene promotes its on-enter /
# on-exit to public events scene_<S>_enter / scene_<S>_exit, extending the modding
# surface to the game's scene structure. A mod (native @On here, or foreign over
# the ABI) reacts as the game moves between scenes.
#
# Running it prints: 10 1 20 2 30 3
program SceneEvents {
@On(scene_Menu_enter) handler Greet { print(1) }
@On(scene_Menu_exit) handler Bye { print(2) }
@On(scene_Game_enter) handler Begin { print(3) }
scene Menu start public {
on enter { print(10) } # boot enters Menu: 10, then scene_Menu_enter -> 1
on exit { print(20) } # become leaves Menu: 20, then scene_Menu_exit -> 2
layer L { handler Go phase Update { become Game } }
}
scene Game public {
on enter { print(30) } # become enters Game: 30, then scene_Game_enter -> 3
layer M { handler Stop phase Update { quit() } }
}
}