ludic/runtime/native/udp.ludic
Orkuncakilkaya b0b0b62bce feat(lang): L7 memory is safe unless it says unsafe
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.

What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 12:53:27 +03:00

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# ============================================================================
# udp.ludic — the Udp.* standard library.
#
# Plain IPv4 datagrams, polled. A socket is opened on a port (0 lets the system pick one),
# datagrams are sent to an address and a port, and each frame the game drains what arrived
# with Udp.recv, which never blocks: it returns 0 when nothing is waiting. The sender of the
# last datagram read on a socket is Udp.from_ip / Udp.from_port. This is the transport under
# a game's own netcode - peer-to-peer play, a LAN lobby, a STUN query - and it carries no
# guarantees of its own: datagrams can be lost, repeated and reordered, and a protocol built
# on it says what to do about that.
#
# Like Http.* and Time.now it is OUT-OF-BAND: it depends on the network and the wall clock
# and must never feed a deterministic lockstep/replay simulation directly.
#
# An address is an int: a.b.c.d is (a << 24) | (b << 16) | (c << 8) | d. Udp.ip("10.0.0.2")
# and Udp.ip_text(ip) convert, Udp.resolve("example.com") looks a host name up (it blocks
# for as long as the system's resolver takes), and Udp.local_ip() is the address this
# machine reaches the internet from - the one a player on the same network would dial.
#
# The transport is native: udp.ll (BSD sockets, macOS) and udp_win.ll (Winsock), linked
# only into a program that uses Udp.*.
# ============================================================================
extern function lu_udp_open(port: int) -> int = "lu_udp_open"
extern function lu_udp_port(h: int) -> int = "lu_udp_port"
extern function lu_udp_send(h: int, ip: int, port: int, buf: pointer, n: int) -> int = "lu_udp_send"
extern function lu_udp_recv(h: int, buf: pointer, cap: int, ipport: pointer) -> int = "lu_udp_recv"
extern function lu_udp_close(h: int) -> void = "lu_udp_close"
extern function lu_udp_resolve(name: pointer) -> int = "lu_udp_resolve"
extern function lu_udp_local_ip() -> int = "lu_udp_local_ip"
const UDP_HANDLES: int = 16
var u_ready: bool = false
var u_ipport: pointer = null # the native side writes the sender here (two i32s)
var u_from_ip: words = null # per handle: the sender of the last datagram read
var u_from_port: words = null
function udp_init() -> void {
if u_ready { return }
u_ipport = bytes(8)
u_from_ip = words(UDP_HANDLES + 1)
u_from_port = words(UDP_HANDLES + 1)
var i = 0
while i <= UDP_HANDLES { u_from_ip[i] = 0; u_from_port[i] = 0; i += 1 }
u_ready = true
}
# a socket bound to `port` on every interface (0 = any free port): a handle, or 0
function udp_open(port: int) -> int {
udp_init()
if (port < 0) or (port > 65535) { return 0 }
return lu_udp_open(port)
}
# the port a socket is bound to (the one the system picked, for port 0)
function udp_port(h: int) -> int { return lu_udp_port(h) }
# one datagram of `n` bytes from `buf` to ip:port: the bytes sent, or -1
function udp_send(h: int, ip: int, port: int, buf: []byte, n: int) -> int {
if (buf == null) or (n <= 0) or (n > len(buf)) { return -1 }
return lu_udp_send(h, ip, port, buf, n)
}
# the next waiting datagram, up to `cap` bytes, into `buf`: its length, or 0 when none waits
function udp_recv(h: int, buf: []byte, cap0: int) -> int {
udp_init()
var cap = cap0
if buf != null and cap > len(buf) { cap = len(buf) }
if (buf == null) or (cap <= 0) { return 0 }
let n = lu_udp_recv(h, buf, cap, u_ipport)
if (n > 0) and (h >= 1) and (h <= UDP_HANDLES) {
u_from_ip[h] = udp_le32(u_ipport, 0)
u_from_port[h] = udp_le32(u_ipport, 4)
}
return n
}
function udp_from_ip(h: int) -> int {
udp_init()
if (h < 1) or (h > UDP_HANDLES) { return 0 }
return u_from_ip[h]
}
function udp_from_port(h: int) -> int {
udp_init()
if (h < 1) or (h > UDP_HANDLES) { return 0 }
return u_from_port[h]
}
function udp_close(h: int) -> void { lu_udp_close(h) }
function udp_resolve(name: pointer) -> int {
if name == null { return 0 }
return lu_udp_resolve(name)
}
function udp_local_ip() -> int { return lu_udp_local_ip() }
# a little-endian i32 out of a byte buffer
function udp_le32(p: pointer, o: int) -> int {
return p[o] | (p[o + 1] << 8) | (p[o + 2] << 16) | (p[o + 3] << 24)
}
# "a.b.c.d" to an address; 0 when it is not one
function udp_ip(text: pointer) -> int {
if text == null { return 0 }
var ip = 0
var part = 0
var digits = 0
var dots = 0
var i = 0
while text[i] != 0 {
let c = text[i]
if (c >= '0') and (c <= '9') {
part = part * 10 + (c - '0')
digits += 1
if (part > 255) or (digits > 3) { return 0 }
} else if c == '.' {
if (digits == 0) or (dots == 3) { return 0 }
ip = (ip << 8) | part
part = 0; digits = 0; dots += 1
} else { return 0 }
i += 1
}
if (dots != 3) or (digits == 0) { return 0 }
return (ip << 8) | part
}
function udp_ip_text(ip: int) -> string {
let a = (ip >> 24) & 255
let b = (ip >> 16) & 255
let c = (ip >> 8) & 255
let d = ip & 255
return `{a}.{b}.{c}.{d}`
}