- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
29 lines
1.2 KiB
Text
29 lines
1.2 KiB
Text
# net_rpc.ludic — N4: remote events / RPCs (NETWORKING-DESIGN §6.4, §13 N4).
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#
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# An `event` marked @ToServer (client→server) or @ToClients (server→clients) is a
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# directional remote event — the event bus with a direction flag, no new concept.
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# At an `emit` site the POD payload is serialized as [event id][fields] and
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# net_send in its direction; net_pump() drains inbound frames and re-emits each
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# into the ordinary @On dispatch on the far side. So `emit Fire(...)` is a remote
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# call — it does not run locally; the receiver's pump runs the handler.
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#
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# Here two Fire RPCs are emitted (dir 5, dir 3). Before net_pump the handler has
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# not run (hits still 0); after, both are drained and re-emitted (5 + 3 = 8).
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program NetRpc {
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property Log { hits: int = 0 }
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model Sink { Log }
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@ToServer event Fire { dir: int = 0 }
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@On(Fire) handler OnFire {
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for (Log) in query [Log] { Log.hits += dir }
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}
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entry {
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spawn Sink { Log { hits: 0 } }
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emit Fire(dir: 5) # serialized onto the wire (not run locally)
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emit Fire(dir: 3)
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for (Log) in query [Log] { print(Log.hits) } # 0
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net_pump() # drain + re-emit both RPCs
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for (Log) in query [Log] { print(Log.hits) } # 8
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}
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}
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