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