ludic/examples/world_get.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_get.ludic — EV2 reflection: read and write a component by NAME through the
# world table, driven from Ludic (replaces tests/mod_c/world_mod.c). world_prop_id
# / world_field_id resolve names to ids; world_get / world_set / world_has read and
# write by those ids — the same reflection ABI a foreign mod binds, now callable
# from Ludic. Spawns a Unit (Init sets hp=max=50), then reads/tests/writes hp.
# Prints 50 / 1 / 7.
program WorldGet {
property Health { hp: int = 0, max: int = 0 }
model Unit { Health }
@Public @OnSpawn(Unit) handler Init { Health.hp = Health.max } # -> emits the world table
entry {
spawn Unit { Health { max: 50 } }
let H = world_prop_id("Health")
let hp = world_field_id(H, "hp")
let e = world_query_next(H, 0)
print(world_get(e, H, hp)) # 50 — read by name
print(world_has(e, H)) # 1 — entity has Health
world_set(e, H, hp, 7) # write by name
print(world_get(e, H, hp)) # 7 — the write stuck
}
}