ludic/examples/detach.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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# detach.ludic — the structural attach/detach pair and its @OnAttach / @OnDetach
# hooks. `attach P on e` adds a property to a LIVE entity (seeding its fields and
# firing @OnAttach); `detach P on e` removes it (firing @OnDetach, which still
# reads the outgoing value before the has-flag clears). This is the structural
# counterpart to enable/disable — attach/detach create and destroy the property's
# presence, whereas disable/enable only pause it while keeping the data.
#
# Running it prints: 15 1 25 0
# 15 @OnAttach(Shield): amount seeded to 5, prints 5 + 10
# 1 one live Shield now matches the query
# 25 @OnDetach(Shield): reads the outgoing amount 5, prints 5 + 20
# 0 the Shield is gone — nothing matches
#
# ./selfhost/game-build.sh build/ludicc examples/detach.ludic /tmp/detach
# /tmp/detach </dev/null
program Detach {
property Tag { v: int = 0 }
property Shield { amount: int = 0 }
model Unit { Tag }
@OnAttach(Shield) handler Up { print(Shield.amount + 10) } # structural: property born
@OnDetach(Shield) handler Down { print(Shield.amount + 20) } # structural: property dies
handler Seed phase Start { spawn Unit { Tag { v: 1 } } }
handler Run phase Render {
for (u) in query [Unit] { attach Shield on self() { amount: 5 } } # @OnAttach -> 15
var n = 0
for (s) in query [Shield] { n += 1 }
print(n) # 1
for (s) in query [Shield] { detach Shield on self() } # @OnDetach -> 25
n = 0
for (s) in query [Shield] { n += 1 }
print(n) # 0
quit()
}
}