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>
38 lines
1.5 KiB
Text
38 lines
1.5 KiB
Text
# reason.ludic — LC1 reason-carrying teardown. One @OnDespawn hook, but it knows
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# *why* the entity is ending: `reason: r` binds an EndReason the compiler passes
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# at each teardown site. An in-world `despawn` passes EndReason.Despawned; program
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# shutdown passes EndReason.Quit (every still-live entity's hook fires at exit — no
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# silent deaths). The body branches on the reason, exactly as Unreal's
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# EndPlay(reason) / Erlang's terminate(Reason) do.
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#
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# Running it prints: 503 1009
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# 503 Enemy A despawned in-world (Despawned): drop its loot, 3 + 500
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# 1009 Enemy B outlived the run; at quit (Quit) it skips loot, 9 + 1000
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#
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# ./selfhost/game-build.sh build/ludicc examples/reason.ludic /tmp/reason
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# /tmp/reason </dev/null
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program Reasons {
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property Health { hp: int = 0 }
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property Loot { gold: int = 0 }
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model Enemy { Health, Loot }
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@OnDespawn(Enemy, reason: r) handler Clean {
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match r {
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EndReason.Quit => { print(Health.hp + 1000) } # app closing — don't bother dropping loot
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_ => { print(Loot.gold + 500) } # died in-world — drop the loot
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}
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}
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handler Seed phase Start {
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spawn Enemy { Health { hp: 7 }, Loot { gold: 3 } } # A
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spawn Enemy { Health { hp: 9 }, Loot { gold: 4 } } # B
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}
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handler Run phase Render {
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var first = 0
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for (e) in query [Health] {
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if first == 0 { despawn self(); first = 1 } # despawn A -> Despawned -> 3 + 500 = 503
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}
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quit() # B survives -> Quit -> 9 + 1000 = 1009
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}
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}
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