ludic/examples/scenes.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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# scenes — one active scene at a time, each grouping handlers into layers behind
# an implicit active-scene register (see LANGUAGE.md §"Scenes & layers").
#
# Running it (feed a few keystrokes so the loop ticks) prints:
# 1000 1 101 102 2 3 900 201 900 202 900
# 1000 Boot (a global handler) runs once at Start
# 1 Title is `start`; its `on enter` fires at boot
# 101 frame 1 Update: only Title.Main.Tick runs (Play is not active)
# 102 frame 2 Update: Tick reaches 2 -> `become Play`…
# 2 3 …which runs Title's `on exit` then Play's `on enter`
# 900 Play renders the same frame it is entered (Hud.Draw)
# 201 900 frame 3: Play.World.Step, then Hud.Draw
# 202 900 frame 4: Step reaches 2 -> quit(); Hud.Draw paints the last frame
#
# ./selfhost/game-build.sh build/ludicc examples/scenes.ludic /tmp/scenes
# printf 'aaaa' | /tmp/scenes
program SceneDemo {
const R_N: int = 0
handler Boot phase Start { set_reg(R_N, 0); print(1000) }
scene Title start {
on enter { print(1) }
on exit { print(2) }
layer Main {
handler Tick phase Update {
set_reg(R_N, reg(R_N) + 1)
print(100 + reg(R_N))
if reg(R_N) >= 2 { become Play }
}
}
}
scene Play {
on enter { print(3); set_reg(R_N, 0) }
on exit { print(4) }
layer World {
handler Step phase Update {
set_reg(R_N, reg(R_N) + 1)
print(200 + reg(R_N))
if reg(R_N) >= 2 { quit() }
}
}
layer Hud {
handler Draw phase Render { print(900) }
}
}
}