The Glider is alive! It has successfully wrapped around the toroidal array and
is crawling across your terminal.
You are currently witnessing the C daemon reading from and writing to the
0x1000 memory offset entirely on its own. Now we will close the loop: we will
instruct the Node.js LPC Virtual Machine to look into that exact same physical
memory offset, parse the bytes, and hand them to your in-game actors.
Because we already exposed the 64-byte Control Header as an Int32Array in
global.ctrlView, we can access the underlying raw SharedArrayBuffer via
global.ctrlView.buffer. We will cast a new Uint8Array view starting at offset
0x1000 to read the exact 800 bytes of the grid.
HAUKI> [HAUKI] POSIX Shared Memory attached to /genesis_mem
HAUKI REPL ready. Serving 0 network port(s).
HAUKI> load tests/fixtures/matrix_controller.c
[HAUKI] Loaded tests/fixtures/matrix_controller.c -> Cloned to OID
0
HAUKI> call matrix_controller view_matrix
=== MUD TERMINAL: GENESIS GRID ===
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[HAUKI] Call to 'view_matrix' completed.
HAUKI>