ludic/examples/world_dyn.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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# world_dyn.ludic — EV7 reflection: register a brand-new component at runtime
# (replaces tests/mod_c/world_dyn.c). world_register_prop declares a component the
# game never wrote; world_attach_dyn adds it to an entity; get/set/has then treat
# it exactly like a built-in, with per-entity isolation. Prints 0 1 30 100 1 30.
program WorldDyn {
property Health { hp: int = 0, max: int = 0 }
model Unit { Health }
@Public @OnSpawn(Unit) handler Init { }
entry {
let Um = world_model_id("Unit")
let e = world_spawn(Um)
let e2 = world_spawn(Um)
let Mana = world_register_prop("Mana", 2) # a component never declared in source
print(world_has(e, Mana)) # 0 — not attached yet
world_attach_dyn(e, Mana)
print(world_has(e, Mana)) # 1
world_set(e, Mana, 0, 30) # field 0 (current)
world_set(e, Mana, 1, 100) # field 1 (max)
print(world_get(e, Mana, 0)) # 30
print(world_get(e, Mana, 1)) # 100
if world_prop_id("Mana") == Mana { print(1) } else { print(0) } # 1 — name resolves
world_attach_dyn(e2, Mana)
world_set(e2, Mana, 0, 7)
print(world_get(e, Mana, 0)) # 30 — per-entity isolation
}
}