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@@ -1,8 +0,0 @@
|
|||||||
# Aego
|
|
||||||
|
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||||||
A 2D and 3D game engine with an editor, a scripting language and a web export, written in Go.
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||||||
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- Documentation and the playground: <https://aego.akarpov.ru>
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||||||
- Installing and building from source: [engine/res/docs/install.md](engine/res/docs/install.md)
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- Contributing, check levels and rules for engine code: [docs/contributing.md](docs/contributing.md)
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- Architecture and decisions: [ARCHITECTURE.md](ARCHITECTURE.md)
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@@ -2,7 +2,6 @@ package agent
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|
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import (
|
import (
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"errors"
|
"errors"
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"maps"
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||||||
"os"
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"os"
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"path"
|
"path"
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||||||
"slices"
|
"slices"
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@@ -66,8 +65,9 @@ func sceneCommands() []*Command {
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{Name: "scene.rename", Doc: "rename a node", Write: true, Args: []Arg{argFile, argNode, {Name: "name", Type: "string", Doc: "new name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) {
|
{Name: "scene.rename", Doc: "rename a node", Write: true, Args: []Arg{argFile, argNode, {Name: "name", Type: "string", Doc: "new name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) {
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return s.sceneTx(a, "Rename", mutate.Rename(a.Str("node"), a.Str("name")))
|
return s.sceneTx(a, "Rename", mutate.Rename(a.Str("node"), a.Str("name")))
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||||||
}},
|
}},
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||||||
{Name: "scene.add-comp", Doc: "add a component with its defaults and the components it requires", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name, full or a unique suffix (Body2D)", Required: true, Pos: true},
|
{Name: "scene.add-comp", Doc: "add a component with its defaults", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name, full or a unique suffix (Body2D)", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) {
|
||||||
{Name: "no-required", Type: "boolean", Doc: "add only this component; missing requirements stay as problems"}}, Run: (*Session).sceneAddComp},
|
return s.sceneTx(a, "Add Component", mutate.AddComp(a.Str("node"), a.Str("comp")))
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||||||
|
}},
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||||||
{Name: "scene.remove-comp", Doc: "remove a component", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) {
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{Name: "scene.remove-comp", Doc: "remove a component", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) {
|
||||||
return s.sceneTx(a, "Remove Component", mutate.RemoveComp(a.Str("node"), a.Str("comp")))
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return s.sceneTx(a, "Remove Component", mutate.RemoveComp(a.Str("node"), a.Str("comp")))
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||||||
}},
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}},
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@@ -93,49 +93,6 @@ func (s *Session) scene(a Args) (string, []byte, *mutate.Document, error) {
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|||||||
return rel, src, doc, err
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return rel, src, doc, err
|
||||||
}
|
}
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||||||
|
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||||||
// sceneAddComp adds a component and, unless no-required is set, the components it requires first, in one transaction (D144).
|
|
||||||
func (s *Session) sceneAddComp(a Args) (*Output, error) {
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||||||
rel, src, doc, err := s.scene(a)
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||||||
if err != nil {
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|
||||||
return nil, err
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|
||||||
}
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|
||||||
node, comp := a.Str("node"), a.Str("comp")
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|
||||||
ops := []mutate.Op{mutate.AddComp(node, comp)}
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|
||||||
var notes []string
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|
||||||
if !a.Bool("no-required") {
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|
||||||
td, err := doc.Component(comp)
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|
||||||
if err != nil {
|
|
||||||
return nil, err
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|
||||||
}
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|
||||||
h, err := doc.Node(node)
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|
||||||
if err != nil {
|
|
||||||
return nil, err
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|
||||||
}
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|
||||||
req, err := mutate.Required(doc.Scene, td, h)
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|
||||||
if err != nil {
|
|
||||||
return nil, err
|
|
||||||
}
|
|
||||||
ops = ops[:0]
|
|
||||||
for _, r := range req {
|
|
||||||
ops = append(ops, mutate.AddComp(node, r.FullName))
|
|
||||||
notes = append(notes, "added "+label(r)+" (required by "+label(td)+")")
|
|
||||||
}
|
|
||||||
ops = append(ops, mutate.AddComp(node, td.FullName))
|
|
||||||
}
|
|
||||||
out, err := s.applyDoc(a, rel, src, doc, mutate.Tx{Label: "Add Component", Ops: ops})
|
|
||||||
if out != nil {
|
|
||||||
out.Notes = append(notes, out.Notes...)
|
|
||||||
}
|
|
||||||
return out, err
|
|
||||||
}
|
|
||||||
|
|
||||||
func label(td *schema.TypeDescriptor) string {
|
|
||||||
if td.DisplayName != "" {
|
|
||||||
return td.DisplayName
|
|
||||||
}
|
|
||||||
return td.FullName
|
|
||||||
}
|
|
||||||
|
|
||||||
func (s *Session) sceneTx(a Args, label string, ops ...mutate.Op) (*Output, error) {
|
func (s *Session) sceneTx(a Args, label string, ops ...mutate.Op) (*Output, error) {
|
||||||
rel, src, doc, err := s.scene(a)
|
rel, src, doc, err := s.scene(a)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
@@ -288,9 +245,6 @@ func (s *Session) sceneRun(a Args) (*Output, error) {
|
|||||||
}
|
}
|
||||||
var b strings.Builder
|
var b strings.Builder
|
||||||
b.WriteString("frames: " + strconv.Itoa(rep.Frames) + "\nhash: " + rep.Hash + "\n")
|
b.WriteString("frames: " + strconv.Itoa(rep.Frames) + "\nhash: " + rep.Hash + "\n")
|
||||||
for _, k := range slices.Sorted(maps.Keys(rep.Counters)) {
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|
||||||
b.WriteString(k + ": " + strconv.FormatUint(rep.Counters[k], 10) + "\n")
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|
||||||
}
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|
||||||
for _, l := range rep.Log {
|
for _, l := range rep.Log {
|
||||||
b.WriteString(l + "\n")
|
b.WriteString(l + "\n")
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,6 @@
|
|||||||
package agent
|
package agent
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"aego/script/abi"
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|
||||||
"errors"
|
"errors"
|
||||||
"strings"
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"strings"
|
||||||
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|
||||||
@@ -35,14 +34,6 @@ type TypeView struct {
|
|||||||
Requires []string `json:"requires,omitempty"`
|
Requires []string `json:"requires,omitempty"`
|
||||||
Doc string `json:"doc,omitempty"`
|
Doc string `json:"doc,omitempty"`
|
||||||
Fields []FieldView `json:"fields,omitempty"`
|
Fields []FieldView `json:"fields,omitempty"`
|
||||||
Methods []CallView `json:"methods,omitempty"`
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|
||||||
Signals []CallView `json:"signals,omitempty"`
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|
||||||
}
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|
||||||
|
|
||||||
type CallView struct {
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|
||||||
Name string `json:"name"`
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|
||||||
Sig string `json:"sig"`
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|
||||||
Doc string `json:"doc,omitempty"`
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func schemaCommands() []*Command {
|
func schemaCommands() []*Command {
|
||||||
@@ -99,7 +90,6 @@ func (s *Session) lookupType(name string) (*schema.TypeDescriptor, error) {
|
|||||||
found = append(found, td)
|
found = append(found, td)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
found = schema.PreferProject(found)
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|
||||||
switch len(found) {
|
switch len(found) {
|
||||||
case 1:
|
case 1:
|
||||||
return found[0], nil
|
return found[0], nil
|
||||||
@@ -172,51 +162,5 @@ func (s *Session) schemaShow(a Args) (*Output, error) {
|
|||||||
}
|
}
|
||||||
b.WriteString("\n")
|
b.WriteString("\n")
|
||||||
}
|
}
|
||||||
if s.kit != nil {
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|
||||||
for _, cm := range s.kit.methods(td.FullName) {
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|
||||||
v.Methods = append(v.Methods, CallView{Name: cm.Name, Sig: methodSig(cm.Sig, cm.Params), Doc: summary(cm.Doc)})
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|
||||||
}
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|
||||||
}
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|
||||||
for _, sg := range td.Signals {
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|
||||||
params := make([]string, len(sg.Params))
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|
||||||
for i, p := range sg.Params {
|
|
||||||
params[i] = p
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|
||||||
if i < len(sg.Names) && sg.Names[i] != "" {
|
|
||||||
params[i] = sg.Names[i] + " " + p
|
|
||||||
}
|
|
||||||
}
|
|
||||||
v.Signals = append(v.Signals, CallView{Name: sg.Name, Sig: "(" + strings.Join(params, ", ") + ")", Doc: summary(sg.Doc)})
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|
||||||
}
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|
||||||
for _, sec := range []struct {
|
|
||||||
title string
|
|
||||||
list []CallView
|
|
||||||
}{{"methods", v.Methods}, {"signals", v.Signals}} {
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|
||||||
if len(sec.list) == 0 {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
b.WriteString(sec.title + ":\n")
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|
||||||
for _, c := range sec.list {
|
|
||||||
b.WriteString(" " + c.Name + c.Sig)
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|
||||||
if c.Doc != "" {
|
|
||||||
b.WriteString(" — " + c.Doc)
|
|
||||||
}
|
|
||||||
b.WriteString("\n")
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return &Output{Value: v, Text: b.String()}, nil
|
return &Output{Value: v, Text: b.String()}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func methodSig(sig abi.Signature, names []string) string {
|
|
||||||
params := make([]string, len(sig.Params))
|
|
||||||
for i, p := range sig.Params {
|
|
||||||
params[i] = p.String()
|
|
||||||
if i < len(names) && names[i] != "" {
|
|
||||||
params[i] = names[i] + " " + params[i]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
out := "(" + strings.Join(params, ", ") + ")"
|
|
||||||
if sig.Result.Kind != abi.Void {
|
|
||||||
out += " " + sig.Result.String()
|
|
||||||
}
|
|
||||||
return out
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -28,7 +28,6 @@ import (
|
|||||||
"aego/scene/sceneio"
|
"aego/scene/sceneio"
|
||||||
"aego/schema"
|
"aego/schema"
|
||||||
"aego/script/bind"
|
"aego/script/bind"
|
||||||
"aego/script/bind/manifest"
|
|
||||||
"aego/script/reload"
|
"aego/script/reload"
|
||||||
"aego/script/runtime"
|
"aego/script/runtime"
|
||||||
"aego/script/workspace"
|
"aego/script/workspace"
|
||||||
@@ -49,7 +48,6 @@ type RunRequest struct {
|
|||||||
type RunReport struct {
|
type RunReport struct {
|
||||||
Frames int `json:"frames"`
|
Frames int `json:"frames"`
|
||||||
Hash string `json:"hash"`
|
Hash string `json:"hash"`
|
||||||
Counters map[string]uint64 `json:"counters,omitempty"`
|
|
||||||
Log []string `json:"log,omitempty"`
|
Log []string `json:"log,omitempty"`
|
||||||
Error string `json:"error,omitempty"`
|
Error string `json:"error,omitempty"`
|
||||||
}
|
}
|
||||||
@@ -81,25 +79,6 @@ type Kit struct {
|
|||||||
ws *workspace.Workspace
|
ws *workspace.Workspace
|
||||||
binds *bind.Registry
|
binds *bind.Registry
|
||||||
opt Options
|
opt Options
|
||||||
man *manifest.Manifest
|
|
||||||
}
|
|
||||||
|
|
||||||
// methods lists the script methods the bindings give a component type, built once per kit.
|
|
||||||
func (k *Kit) methods(comp string) []manifest.CompMethod {
|
|
||||||
if k.man == nil {
|
|
||||||
m, err := manifest.FromRegistry(k.binds, k.Types.Schema())
|
|
||||||
if err != nil {
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
k.man = m
|
|
||||||
}
|
|
||||||
var out []manifest.CompMethod
|
|
||||||
for _, cm := range k.man.CompMethods {
|
|
||||||
if cm.Comp == comp {
|
|
||||||
out = append(out, cm)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return out
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewKit(p *project.Project, opt Options) (*Kit, error) {
|
func NewKit(p *project.Project, opt Options) (*Kit, error) {
|
||||||
|
|||||||
@@ -10,7 +10,6 @@ import (
|
|||||||
"aego/modules/dataasset"
|
"aego/modules/dataasset"
|
||||||
"aego/modules/debug"
|
"aego/modules/debug"
|
||||||
"aego/modules/display"
|
"aego/modules/display"
|
||||||
"aego/modules/gameplay"
|
|
||||||
inputmod "aego/modules/input"
|
inputmod "aego/modules/input"
|
||||||
"aego/modules/physics"
|
"aego/modules/physics"
|
||||||
"aego/modules/render2d"
|
"aego/modules/render2d"
|
||||||
@@ -77,10 +76,6 @@ func cameraEntry() assembly.Entry {
|
|||||||
return assembly.Entry{ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }}
|
return assembly.Entry{ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }}
|
||||||
}
|
}
|
||||||
|
|
||||||
func gameplayEntry() assembly.Entry {
|
|
||||||
return assembly.Entry{ID: gameplay.ID, Requires: []string{physics.ID, scripting.ID}, New: func(assembly.Options) module.Module { return gameplay.New() }}
|
|
||||||
}
|
|
||||||
|
|
||||||
func dataEntry() assembly.Entry {
|
func dataEntry() assembly.Entry {
|
||||||
return assembly.Entry{ID: dataasset.ID, New: func(assembly.Options) module.Module { return dataasset.New() }}
|
return assembly.Entry{ID: dataasset.ID, New: func(assembly.Options) module.Module { return dataasset.New() }}
|
||||||
}
|
}
|
||||||
@@ -95,5 +90,5 @@ func savegameEntry() assembly.Entry {
|
|||||||
|
|
||||||
func Default() assembly.Catalog {
|
func Default() assembly.Catalog {
|
||||||
return assembly.Catalog{core(), dataEntry(), inputEntry(), render2dEntry(), render3dEntry(), scriptEntry(), physicsEntry(), debugEntry(),
|
return assembly.Catalog{core(), dataEntry(), inputEntry(), render2dEntry(), render3dEntry(), scriptEntry(), physicsEntry(), debugEntry(),
|
||||||
displayEntry(), audioEntry(), accessibilityEntry(), settingsEntry(), tweenEntry(), cameraEntry(), gameplayEntry(), spawnEntry(), savegameEntry()}
|
displayEntry(), audioEntry(), accessibilityEntry(), settingsEntry(), tweenEntry(), cameraEntry(), spawnEntry(), savegameEntry()}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,8 +8,6 @@ import (
|
|||||||
cameraeditor "aego/modules/camera/editor"
|
cameraeditor "aego/modules/camera/editor"
|
||||||
"aego/modules/debug"
|
"aego/modules/debug"
|
||||||
debugeditor "aego/modules/debug/editor"
|
debugeditor "aego/modules/debug/editor"
|
||||||
"aego/modules/gameplay"
|
|
||||||
gameplayeditor "aego/modules/gameplay/editor"
|
|
||||||
inputmod "aego/modules/input"
|
inputmod "aego/modules/input"
|
||||||
inputeditor "aego/modules/input/editor"
|
inputeditor "aego/modules/input/editor"
|
||||||
"aego/modules/physics"
|
"aego/modules/physics"
|
||||||
@@ -27,7 +25,6 @@ func With(c assembly.Catalog) assembly.Catalog {
|
|||||||
With(render3d.ID, render3deditor.Hook).
|
With(render3d.ID, render3deditor.Hook).
|
||||||
With(physics.ID, physicseditor.Hook).
|
With(physics.ID, physicseditor.Hook).
|
||||||
With(camera.ID, cameraeditor.Hook).
|
With(camera.ID, cameraeditor.Hook).
|
||||||
With(gameplay.ID, gameplayeditor.Hook).
|
|
||||||
With(audio.ID, audioeditor.Hook).
|
With(audio.ID, audioeditor.Hook).
|
||||||
With(debug.ID, debugeditor.Hook)
|
With(debug.ID, debugeditor.Hook)
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,7 +7,6 @@ import (
|
|||||||
"aego/modules/audio"
|
"aego/modules/audio"
|
||||||
"aego/modules/camera"
|
"aego/modules/camera"
|
||||||
"aego/modules/debug"
|
"aego/modules/debug"
|
||||||
"aego/modules/gameplay"
|
|
||||||
inputmod "aego/modules/input"
|
inputmod "aego/modules/input"
|
||||||
"aego/modules/physics"
|
"aego/modules/physics"
|
||||||
"aego/modules/render2d"
|
"aego/modules/render2d"
|
||||||
@@ -32,7 +31,6 @@ func Catalog() assembly.Catalog {
|
|||||||
{ID: debug.ID, New: func(assembly.Options) module.Module { return debug.New() }},
|
{ID: debug.ID, New: func(assembly.Options) module.Module { return debug.New() }},
|
||||||
{ID: tween.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return tween.New() }},
|
{ID: tween.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return tween.New() }},
|
||||||
{ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }},
|
{ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }},
|
||||||
{ID: gameplay.ID, Requires: []string{physics.ID, scripting.ID}, New: func(assembly.Options) module.Module { return gameplay.New() }},
|
|
||||||
{ID: render3d.ID, New: func(assembly.Options) module.Module { return render3d.New() }},
|
{ID: render3d.ID, New: func(assembly.Options) module.Module { return render3d.New() }},
|
||||||
{ID: spawn.ID, New: func(assembly.Options) module.Module { return spawn.New() }},
|
{ID: spawn.ID, New: func(assembly.Options) module.Module { return spawn.New() }},
|
||||||
{ID: savegame.ID, Requires: []string{scripting.ID, spawn.ID}, New: func(assembly.Options) module.Module { return savegame.New() }},
|
{ID: savegame.ID, Requires: []string{scripting.ID, spawn.ID}, New: func(assembly.Options) module.Module { return savegame.New() }},
|
||||||
|
|||||||
@@ -41,7 +41,6 @@ type Config struct {
|
|||||||
Editor bool
|
Editor bool
|
||||||
FailOnScriptErrors bool
|
FailOnScriptErrors bool
|
||||||
Catalog assembly.Catalog
|
Catalog assembly.Catalog
|
||||||
Platform platform.Platform
|
|
||||||
Profile string
|
Profile string
|
||||||
NoProfile bool
|
NoProfile bool
|
||||||
}
|
}
|
||||||
@@ -99,9 +98,6 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
|
|||||||
ecfg.LoopScope = cfg.LoopScope
|
ecfg.LoopScope = cfg.LoopScope
|
||||||
}
|
}
|
||||||
builder := engine.NewBuilder(ecfg).WithLogger(lg).Use(rmod)
|
builder := engine.NewBuilder(ecfg).WithLogger(lg).Use(rmod)
|
||||||
if cfg.Platform != nil {
|
|
||||||
builder.WithPlatform(cfg.Platform)
|
|
||||||
}
|
|
||||||
if h.Types, err = assembly.NewTypes(); err != nil {
|
if h.Types, err = assembly.NewTypes(); err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
@@ -191,7 +187,6 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
|
|||||||
}
|
}
|
||||||
h.Settings.SetNames(h.Sections.Names)
|
h.Settings.SetNames(h.Sections.Names)
|
||||||
h.Engine.SetService(settings.ServiceID, h.Settings)
|
h.Engine.SetService(settings.ServiceID, h.Settings)
|
||||||
h.Engine.OnClose(h.Modules.Shutdown)
|
|
||||||
if err = h.Modules.Init(&module.InitContext{Engine: h.Engine, Assets: h.Loader, Log: lg, Editor: cfg.Editor, Sections: h.Sections, Problems: h.Problems, Settings: h.Settings}); err != nil {
|
if err = h.Modules.Init(&module.InitContext{Engine: h.Engine, Assets: h.Loader, Log: lg, Editor: cfg.Editor, Sections: h.Sections, Problems: h.Problems, Settings: h.Settings}); err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
@@ -232,6 +227,9 @@ func (h *Host) Close() {
|
|||||||
return
|
return
|
||||||
}
|
}
|
||||||
h.closed = true
|
h.closed = true
|
||||||
|
if h.Modules != nil {
|
||||||
|
h.Modules.Shutdown()
|
||||||
|
}
|
||||||
if h.Engine != nil {
|
if h.Engine != nil {
|
||||||
h.Engine.Close()
|
h.Engine.Close()
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,70 +0,0 @@
|
|||||||
package docstool
|
|
||||||
|
|
||||||
import (
|
|
||||||
"fmt"
|
|
||||||
"io"
|
|
||||||
"strings"
|
|
||||||
|
|
||||||
"aego/app/playground"
|
|
||||||
"aego/engine/docs"
|
|
||||||
"aego/engine/module"
|
|
||||||
)
|
|
||||||
|
|
||||||
// CheckExamples loads the example scene of every module code, validates it and runs it headless; the code must be among the problems it reports (D146).
|
|
||||||
func CheckExamples(reg *docs.Registry, w io.Writer) int {
|
|
||||||
pg, err := playground.New()
|
|
||||||
if err != nil {
|
|
||||||
fmt.Fprintln(w, "examples: cannot start the docs runtime:", err)
|
|
||||||
return 1
|
|
||||||
}
|
|
||||||
pg.SetGame(playground.GameConfig{Headless: true, FrameTime: 1.0 / 60})
|
|
||||||
defer func() {
|
|
||||||
if g := pg.Game(); g != nil {
|
|
||||||
g.Close()
|
|
||||||
}
|
|
||||||
}()
|
|
||||||
bad := 0
|
|
||||||
for _, e := range reg.All() {
|
|
||||||
if e.Kind != docs.Code || e.Diag == nil || e.Diag.Example == "" {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
found, why := false, ""
|
|
||||||
code := ""
|
|
||||||
if e.Diag.ExampleScript != "" {
|
|
||||||
c, err := pg.TryCode(e.Diag.ExampleScript)
|
|
||||||
if err != nil {
|
|
||||||
fmt.Fprintf(w, "%s: error: example script does not compile: %v\n", e.ID, err)
|
|
||||||
bad++
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
code = c
|
|
||||||
}
|
|
||||||
if res := pg.PlayScene("example-"+e.ID, []byte(e.Diag.Example), code, nil); !res.Started {
|
|
||||||
why = "does not load: " + res.Error
|
|
||||||
} else {
|
|
||||||
for _, d := range module.ValidateScene(pg.Game().Scene(), nil) {
|
|
||||||
found = found || d.Code == e.ID
|
|
||||||
}
|
|
||||||
if err := pg.Game().Step(tryFrames); err != nil {
|
|
||||||
why = "stops the engine: " + err.Error()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
poll := pg.Poll()
|
|
||||||
for _, f := range poll.Faults {
|
|
||||||
found = found || f.Code == e.ID
|
|
||||||
}
|
|
||||||
for _, l := range poll.Log {
|
|
||||||
found = found || strings.Contains(l.Text, e.ID)
|
|
||||||
}
|
|
||||||
switch {
|
|
||||||
case why != "":
|
|
||||||
fmt.Fprintf(w, "%s: error: example %s %s\n", e.ID, e.Diag.ExampleFile, why)
|
|
||||||
bad++
|
|
||||||
case !found:
|
|
||||||
fmt.Fprintf(w, "%s: error: example of %s does not produce %s\n", e.ID, e.ID, e.ID)
|
|
||||||
bad++
|
|
||||||
}
|
|
||||||
}
|
|
||||||
pg.Stop()
|
|
||||||
return bad
|
|
||||||
}
|
|
||||||
@@ -76,9 +76,6 @@ func (e *Env) Check(strict bool) int {
|
|||||||
if CheckTry(reg, e.Stdout) > 0 && code == 0 {
|
if CheckTry(reg, e.Stdout) > 0 && code == 0 {
|
||||||
code = 1
|
code = 1
|
||||||
}
|
}
|
||||||
if CheckExamples(reg, e.Stdout) > 0 && code == 0 {
|
|
||||||
code = 1
|
|
||||||
}
|
|
||||||
return code
|
return code
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -19,7 +19,6 @@ type request struct {
|
|||||||
Component string `json:"component"`
|
Component string `json:"component"`
|
||||||
Field string `json:"field"`
|
Field string `json:"field"`
|
||||||
Value float64 `json:"value"`
|
Value float64 `json:"value"`
|
||||||
Node string `json:"node"`
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type Reply struct {
|
type Reply struct {
|
||||||
@@ -28,7 +27,6 @@ type Reply struct {
|
|||||||
Error string `json:"error,omitempty"`
|
Error string `json:"error,omitempty"`
|
||||||
State *docsession.State `json:"state,omitempty"`
|
State *docsession.State `json:"state,omitempty"`
|
||||||
Log []Line `json:"log,omitempty"`
|
Log []Line `json:"log,omitempty"`
|
||||||
Pose []float64 `json:"pose,omitempty"`
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (a *App) Call(method string, payload []byte) Reply {
|
func (a *App) Call(method string, payload []byte) Reply {
|
||||||
@@ -66,17 +64,6 @@ func (a *App) Call(method string, payload []byte) Reply {
|
|||||||
case "state":
|
case "state":
|
||||||
st := s.State()
|
st := s.State()
|
||||||
return Reply{State: &st}
|
return Reply{State: &st}
|
||||||
case "pose":
|
|
||||||
sc := s.Controller().Scene()
|
|
||||||
if sc == nil {
|
|
||||||
return Reply{Error: "the scene is not running"}
|
|
||||||
}
|
|
||||||
h := sc.Find(sc.Root(), req.Node)
|
|
||||||
if h.IsZero() || !sc.IsAlive(h) {
|
|
||||||
return Reply{Error: "no node " + strconv.Quote(req.Node)}
|
|
||||||
}
|
|
||||||
p := sc.WorldPosition(h)
|
|
||||||
return Reply{Pose: []float64{float64(p.X), float64(p.Y)}}
|
|
||||||
case "log":
|
case "log":
|
||||||
out := Reply{Log: a.lines}
|
out := Reply{Log: a.lines}
|
||||||
a.lines = nil
|
a.lines = nil
|
||||||
|
|||||||
@@ -179,7 +179,7 @@ func TestProfilerSectionsFollowPlay(t *testing.T) {
|
|||||||
s.Step()
|
s.Step()
|
||||||
}
|
}
|
||||||
drawPanel(s, prof)
|
drawPanel(s, prof)
|
||||||
expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio", "Camera", "Gameplay")
|
expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio")
|
||||||
if _, err := ctx.Docs.Open("scenes/other.aescene"); err != nil {
|
if _, err := ctx.Docs.Open("scenes/other.aescene"); err != nil {
|
||||||
t.Fatal(err)
|
t.Fatal(err)
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,10 +7,8 @@ import (
|
|||||||
"os"
|
"os"
|
||||||
"path/filepath"
|
"path/filepath"
|
||||||
|
|
||||||
"aego/core/ids"
|
|
||||||
"aego/editor/core/command"
|
"aego/editor/core/command"
|
||||||
"aego/editor/core/context"
|
"aego/editor/core/context"
|
||||||
"aego/editor/core/vectors"
|
|
||||||
"aego/editor/core/workspace"
|
"aego/editor/core/workspace"
|
||||||
"aego/editor/panels/gameview"
|
"aego/editor/panels/gameview"
|
||||||
"aego/editor/shell"
|
"aego/editor/shell"
|
||||||
@@ -58,60 +56,7 @@ func (s *Session) shots(dir string) error {
|
|||||||
}
|
}
|
||||||
return selectNamed(ctx, "Player")
|
return selectNamed(ctx, "Player")
|
||||||
}},
|
}},
|
||||||
{name: "hitbox-gizmo", frames: 60, setup: func(s *Session) error {
|
|
||||||
sc := ctx.Scene()
|
|
||||||
var span []ids.NodeID
|
|
||||||
for _, n := range []string{"EnemyLeft", "PatrolA1", "PatrolB1"} {
|
|
||||||
span = append(span, sc.ID(sc.Find(sc.Root(), n)))
|
|
||||||
}
|
|
||||||
ctx.Select(span...)
|
|
||||||
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
for i := 0; i < 30; i++ {
|
|
||||||
s.Step()
|
|
||||||
}
|
|
||||||
return selectNamed(ctx, "EnemyLeft")
|
|
||||||
}},
|
|
||||||
{name: "camera-follow", frames: 60, setup: func(s *Session) error {
|
|
||||||
sc := ctx.Scene()
|
|
||||||
ctx.Select(sc.ID(sc.Find(sc.Root(), "Camera")), sc.ID(sc.Find(sc.Root(), "Player")))
|
|
||||||
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
for i := 0; i < 30; i++ {
|
|
||||||
s.Step()
|
|
||||||
}
|
|
||||||
return selectNamed(ctx, "Camera")
|
|
||||||
}},
|
|
||||||
{name: "camera-zone", frames: 60, setup: func(s *Session) error {
|
|
||||||
sc := ctx.Scene()
|
|
||||||
ctx.Select(sc.ID(sc.Find(sc.Root(), "ArenaZone")), sc.ID(sc.Find(sc.Root(), "PatrolA2")), sc.ID(sc.Find(sc.Root(), "PatrolB2")), sc.ID(sc.Find(sc.Root(), "GroundRight")))
|
|
||||||
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
for i := 0; i < 30; i++ {
|
|
||||||
s.Step()
|
|
||||||
}
|
|
||||||
return selectNamed(ctx, "ArenaZone")
|
|
||||||
}},
|
|
||||||
{name: "clip-inspector", frames: 60, setup: func(s *Session) error {
|
|
||||||
id, ok := s.Pipeline.Lookup("assets/audio/music.ogg")
|
|
||||||
if !ok {
|
|
||||||
return fmt.Errorf("no assets/audio/music.ogg")
|
|
||||||
}
|
|
||||||
s.App.Data().Inspect(id)
|
|
||||||
return nil
|
|
||||||
}},
|
|
||||||
{name: "add-required", frames: 30, setup: func(s *Session) error {
|
|
||||||
if err := selectNamed(ctx, "PatrolA1"); err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
s.App.Inspector().OpenAdd("follow")
|
|
||||||
return nil
|
|
||||||
}},
|
|
||||||
{name: "tags", frames: 60, setup: func(s *Session) error {
|
{name: "tags", frames: 60, setup: func(s *Session) error {
|
||||||
ctx.UI.CloseAllPopups()
|
|
||||||
return selectNamed(ctx, "Player")
|
return selectNamed(ctx, "Player")
|
||||||
}},
|
}},
|
||||||
{name: "prefab", frames: 60, setup: func(s *Session) error {
|
{name: "prefab", frames: 60, setup: func(s *Session) error {
|
||||||
@@ -138,23 +83,12 @@ func (s *Session) shots(dir string) error {
|
|||||||
scene()
|
scene()
|
||||||
return ctx.Commands.Run(command.PlayStart)
|
return ctx.Commands.Run(command.PlayStart)
|
||||||
}},
|
}},
|
||||||
{name: "motion-play", frames: 30, setup: func(s *Session) error {
|
|
||||||
s.App.Workspace().Show(workspace.Inspector)
|
|
||||||
s.App.Inspector().ScrollTo("gameplay.Motion2D")
|
|
||||||
return selectNamed(ctx, "Player")
|
|
||||||
}},
|
|
||||||
{name: "mixer", frames: 120, setup: func(s *Session) error {
|
|
||||||
s.App.Workspace().Switch(workspace.Audio)
|
|
||||||
s.App.Workspace().Show(workspace.Mixer)
|
|
||||||
return nil
|
|
||||||
}},
|
|
||||||
{name: "physics-debug", frames: 30, setup: func(s *Session) error {
|
{name: "physics-debug", frames: 30, setup: func(s *Session) error {
|
||||||
s.App.Workspace().Switch(workspace.Design)
|
|
||||||
ctx.Overlay.Set("physics.debug.contacts", true)
|
ctx.Overlay.Set("physics.debug.contacts", true)
|
||||||
return ctx.Commands.Run(gameview.CommandOverlays)
|
return ctx.Commands.Run(gameview.CommandOverlays)
|
||||||
}},
|
}},
|
||||||
{name: "demo", frames: 60, inset: 2, bottom: 28, setup: func(s *Session) error {
|
{name: "demo", frames: 60, inset: 2, bottom: 28, setup: func(s *Session) error {
|
||||||
for _, f := range []string{gameview.CommandOverlays, vectors.CommandToggle} {
|
for _, f := range []string{"physics.debug", "physics.debug.shapes", "physics.debug.contacts", "physics.debug.joints"} {
|
||||||
ctx.Overlay.Set(f, false)
|
ctx.Overlay.Set(f, false)
|
||||||
}
|
}
|
||||||
return ctx.Commands.Run(shell.CommandFullscreenPlay)
|
return ctx.Commands.Run(shell.CommandFullscreenPlay)
|
||||||
|
|||||||
@@ -3,9 +3,7 @@ package export
|
|||||||
import (
|
import (
|
||||||
"bytes"
|
"bytes"
|
||||||
"compress/gzip"
|
"compress/gzip"
|
||||||
"crypto/sha256"
|
|
||||||
"embed"
|
"embed"
|
||||||
"encoding/hex"
|
|
||||||
"encoding/json"
|
"encoding/json"
|
||||||
"html/template"
|
"html/template"
|
||||||
"io/fs"
|
"io/fs"
|
||||||
@@ -143,21 +141,6 @@ func (j *job) webTitle() string {
|
|||||||
return AppName(j.p)
|
return AppName(j.p)
|
||||||
}
|
}
|
||||||
|
|
||||||
// webBuild keys the page's ?v= URLs on the data, the runtime and both scripts, so a new engine gets new URLs under immutable caching.
|
|
||||||
func (j *job) webBuild(scripts ...[]byte) (string, error) {
|
|
||||||
wasm, err := os.ReadFile(j.l.binary())
|
|
||||||
if err != nil {
|
|
||||||
return "", errs.Wrap(err, errs.VFSIO, "cannot read the web runtime")
|
|
||||||
}
|
|
||||||
h := sha256.New()
|
|
||||||
h.Write([]byte(j.rep.Hash))
|
|
||||||
h.Write(wasm)
|
|
||||||
for _, s := range scripts {
|
|
||||||
h.Write(s)
|
|
||||||
}
|
|
||||||
return hex.EncodeToString(h.Sum(nil))[:buildKeyLen], nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func (j *job) packWeb() error {
|
func (j *job) packWeb() error {
|
||||||
src, err := wasmExecPath(j.goroot)
|
src, err := wasmExecPath(j.goroot)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
@@ -193,9 +176,9 @@ func (j *job) packWeb() error {
|
|||||||
if err := writeFile(filepath.Join(j.l.data, WebFiles), list, WebFiles); err != nil {
|
if err := writeFile(filepath.Join(j.l.data, WebFiles), list, WebFiles); err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
build, err := j.webBuild(exec, loader)
|
build := j.rep.Hash
|
||||||
if err != nil {
|
if len(build) > buildKeyLen {
|
||||||
return err
|
build = build[:buildKeyLen]
|
||||||
}
|
}
|
||||||
var page bytes.Buffer
|
var page bytes.Buffer
|
||||||
if err := webIndexTmpl.Execute(&page, webPage{Title: j.webTitle(), Build: build, Icon: j.icon != nil}); err != nil {
|
if err := webIndexTmpl.Execute(&page, webPage{Title: j.webTitle(), Build: build, Icon: j.icon != nil}); err != nil {
|
||||||
|
|||||||
@@ -26,6 +26,7 @@ canvas { display: block; width: 100%; height: 100%; outline: none; touch-action:
|
|||||||
#mute .off, #mute.muted .on { display: none; }
|
#mute .off, #mute.muted .on { display: none; }
|
||||||
#mute.muted .off { display: inline; }
|
#mute.muted .off { display: inline; }
|
||||||
</style>
|
</style>
|
||||||
|
<link rel="preload" href="game.wasm?v={{.Build}}" as="fetch" type="application/wasm" crossorigin>
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
<canvas id="game" data-aego tabindex="0" aria-label="{{.Title}}"></canvas>
|
<canvas id="game" data-aego tabindex="0" aria-label="{{.Title}}"></canvas>
|
||||||
|
|||||||
@@ -2,7 +2,6 @@
|
|||||||
|
|
||||||
(function () {
|
(function () {
|
||||||
const build = document.documentElement.dataset.build || "";
|
const build = document.documentElement.dataset.build || "";
|
||||||
if (document.documentElement.dataset.sound === "off") globalThis.aegoSoundDefault = false;
|
|
||||||
const canvas = document.getElementById("game");
|
const canvas = document.getElementById("game");
|
||||||
const loader = document.getElementById("loader");
|
const loader = document.getElementById("loader");
|
||||||
const bar = document.getElementById("bar");
|
const bar = document.getElementById("bar");
|
||||||
@@ -71,22 +70,9 @@
|
|||||||
status.textContent = `${mb(got)} of ${mb(total)}`;
|
status.textContent = `${mb(got)} of ${mb(total)}`;
|
||||||
}
|
}
|
||||||
|
|
||||||
// A request that delivers nothing for STALL ms is aborted and made again past the HTTP cache; a stuck cache entry must not leave the page on "Loading…".
|
async function read(url) {
|
||||||
const STALL = 8000;
|
const resp = await fetch(url);
|
||||||
const TRIES = 3;
|
|
||||||
|
|
||||||
async function readOnce(url, cache) {
|
|
||||||
const ctl = new AbortController();
|
|
||||||
let timer = setTimeout(() => ctl.abort(), STALL);
|
|
||||||
const kick = () => {
|
|
||||||
clearTimeout(timer);
|
|
||||||
timer = setTimeout(() => ctl.abort(), STALL);
|
|
||||||
};
|
|
||||||
let counted = 0;
|
|
||||||
try {
|
|
||||||
const resp = await fetch(url, { signal: ctl.signal, cache });
|
|
||||||
if (!resp.ok) throw new Error(`${url}: HTTP ${resp.status}`);
|
if (!resp.ok) throw new Error(`${url}: HTTP ${resp.status}`);
|
||||||
kick();
|
|
||||||
if (!resp.body) {
|
if (!resp.body) {
|
||||||
const all = new Uint8Array(await resp.arrayBuffer());
|
const all = new Uint8Array(await resp.arrayBuffer());
|
||||||
progress(all.byteLength);
|
progress(all.byteLength);
|
||||||
@@ -98,10 +84,8 @@
|
|||||||
for (;;) {
|
for (;;) {
|
||||||
const { done, value } = await reader.read();
|
const { done, value } = await reader.read();
|
||||||
if (done) break;
|
if (done) break;
|
||||||
kick();
|
|
||||||
parts.push(value);
|
parts.push(value);
|
||||||
size += value.byteLength;
|
size += value.byteLength;
|
||||||
counted += value.byteLength;
|
|
||||||
progress(value.byteLength);
|
progress(value.byteLength);
|
||||||
}
|
}
|
||||||
const out = new Uint8Array(size);
|
const out = new Uint8Array(size);
|
||||||
@@ -111,26 +95,6 @@
|
|||||||
at += p.byteLength;
|
at += p.byteLength;
|
||||||
}
|
}
|
||||||
return out;
|
return out;
|
||||||
} catch (e) {
|
|
||||||
got -= counted;
|
|
||||||
throw e;
|
|
||||||
} finally {
|
|
||||||
clearTimeout(timer);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
async function read(url) {
|
|
||||||
for (let i = 0; ; i++) {
|
|
||||||
try {
|
|
||||||
return await readOnce(url, i === 0 ? "default" : "reload");
|
|
||||||
} catch (e) {
|
|
||||||
if (!(e && e.name === "AbortError") || i + 1 >= TRIES) throw e;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
async function readJSON(url) {
|
|
||||||
return JSON.parse(new TextDecoder().decode(await read(url)));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
async function each(items, fn) {
|
async function each(items, fn) {
|
||||||
@@ -142,8 +106,9 @@
|
|||||||
}
|
}
|
||||||
|
|
||||||
async function start() {
|
async function start() {
|
||||||
const list = await readJSON(`data/files.json?v=${build}`);
|
const resp = await fetch(`data/files.json?v=${build}`);
|
||||||
got = 0;
|
if (!resp.ok) throw new Error(`data/files.json: HTTP ${resp.status}`);
|
||||||
|
const list = await resp.json();
|
||||||
total = list.wasm + list.manifest.size + list.files.reduce((s, f) => s + f.size, 0);
|
total = list.wasm + list.manifest.size + list.files.reduce((s, f) => s + f.size, 0);
|
||||||
const wasm = read(`game.wasm?v=${build}`);
|
const wasm = read(`game.wasm?v=${build}`);
|
||||||
const manifest = read(`data/${list.manifest.path}?v=${build}`);
|
const manifest = read(`data/${list.manifest.path}?v=${build}`);
|
||||||
|
|||||||
@@ -5,7 +5,6 @@ import (
|
|||||||
"encoding/json"
|
"encoding/json"
|
||||||
"os"
|
"os"
|
||||||
"path/filepath"
|
"path/filepath"
|
||||||
"regexp"
|
|
||||||
"strings"
|
"strings"
|
||||||
"testing"
|
"testing"
|
||||||
|
|
||||||
@@ -61,16 +60,9 @@ func TestPackWeb(t *testing.T) {
|
|||||||
if !strings.Contains(string(page), "<Game &") || strings.Contains(string(page), "<Game") {
|
if !strings.Contains(string(page), "<Game &") || strings.Contains(string(page), "<Game") {
|
||||||
t.Fatal("the title is not escaped")
|
t.Fatal("the title is not escaped")
|
||||||
}
|
}
|
||||||
key := regexp.MustCompile(`data-build="([0-9a-f]{12})"`).FindStringSubmatch(string(page))
|
if !strings.Contains(string(page), `data-build="abababababab"`) {
|
||||||
if key == nil {
|
|
||||||
t.Fatal("the build key is missing")
|
t.Fatal("the build key is missing")
|
||||||
}
|
}
|
||||||
if err := os.WriteFile(j.l.binary(), append(wasm, '!'), 0o644); err != nil {
|
|
||||||
t.Fatal(err)
|
|
||||||
}
|
|
||||||
if again, err := j.webBuild(); err != nil || again == key[1] {
|
|
||||||
t.Fatalf("a new runtime kept the build key %s (%v)", again, err)
|
|
||||||
}
|
|
||||||
raw, err := os.ReadFile(filepath.Join(j.l.data, WebFiles))
|
raw, err := os.ReadFile(filepath.Join(j.l.data, WebFiles))
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatal(err)
|
t.Fatal(err)
|
||||||
|
|||||||
@@ -198,11 +198,6 @@ func (g *Game) Engine() *engine.Engine {
|
|||||||
return g.e
|
return g.e
|
||||||
}
|
}
|
||||||
|
|
||||||
// Scene is the scene Play loaded, nil before the first Play or after Stop.
|
|
||||||
func (g *Game) Scene() *scene.Scene {
|
|
||||||
return g.scene
|
|
||||||
}
|
|
||||||
|
|
||||||
func (g *Game) Play(name string, src []byte, mods []*bytecode.Module) error {
|
func (g *Game) Play(name string, src []byte, mods []*bytecode.Module) error {
|
||||||
g.Stop()
|
g.Stop()
|
||||||
rt := scriptruntime.New(scriptruntime.Options{Bindings: g.reg, Schema: g.types.Schema(), Log: g.log, VM: playmods.SandboxVM()})
|
rt := scriptruntime.New(scriptruntime.Options{Bindings: g.reg, Schema: g.types.Schema(), Log: g.log, VM: playmods.SandboxVM()})
|
||||||
|
|||||||
@@ -9,10 +9,6 @@ import (
|
|||||||
"aego/app/agent"
|
"aego/app/agent"
|
||||||
"aego/core/log"
|
"aego/core/log"
|
||||||
"aego/core/rewind"
|
"aego/core/rewind"
|
||||||
"aego/engine/recorder"
|
|
||||||
"aego/modules/audio"
|
|
||||||
"aego/modules/camera"
|
|
||||||
"aego/modules/gameplay"
|
|
||||||
"aego/project"
|
"aego/project"
|
||||||
"aego/sdk"
|
"aego/sdk"
|
||||||
)
|
)
|
||||||
@@ -49,7 +45,6 @@ func AgentRunner(mods ...sdk.Module) agent.Runner {
|
|||||||
}
|
}
|
||||||
sum, _, _ := WorldHash(a.Engine.MainWorld(), rewind.NewHasher())
|
sum, _, _ := WorldHash(a.Engine.MainWorld(), rewind.NewHasher())
|
||||||
rep.Hash = hex.EncodeToString(sum[:])
|
rep.Hash = hex.EncodeToString(sum[:])
|
||||||
rep.Counters = counters(a)
|
|
||||||
a.Close()
|
a.Close()
|
||||||
rep.Log = logLines(buf.String())
|
rep.Log = logLines(buf.String())
|
||||||
return rep, nil
|
return rep, nil
|
||||||
@@ -68,27 +63,3 @@ func logLines(s string) []string {
|
|||||||
}
|
}
|
||||||
return out
|
return out
|
||||||
}
|
}
|
||||||
|
|
||||||
// counters sums what the modules counted during the run, for scene run and run_headless.
|
|
||||||
func counters(a *App) map[string]uint64 {
|
|
||||||
out := map[string]uint64{}
|
|
||||||
w := a.Engine.MainWorld()
|
|
||||||
if s := gameplay.Of(w); s != nil {
|
|
||||||
st := s.Stats()
|
|
||||||
out["gameplay.steps"], out["gameplay.casts"], out["gameplay.hits"] = st.Steps, st.Casts, st.Hits
|
|
||||||
out["gameplay.deaths"], out["gameplay.respawns"], out["gameplay.pickups"] = st.Deaths, st.Respawns, st.Pickups
|
|
||||||
}
|
|
||||||
if c := camera.Of(w); c != nil {
|
|
||||||
c.Outputs(func(camera.OutputInfo) { out["camera.outputs"]++ })
|
|
||||||
}
|
|
||||||
if m := audio.ModuleOf(a.Engine); m != nil {
|
|
||||||
c, st := m.Counts(), m.Stats()
|
|
||||||
out["audio.finished"], out["audio.stolen"], out["audio.rejected"], out["audio.starved"] = c.Finished, c.Stolen, c.Rejected, c.Starved
|
|
||||||
out["audio.underruns"] = st.Underruns
|
|
||||||
}
|
|
||||||
if r := w.Recorder; r != nil {
|
|
||||||
counts := r.Counts()
|
|
||||||
out["events.audio"], out["events.gameplay"] = counts[recorder.Audio], counts[recorder.Gameplay]
|
|
||||||
}
|
|
||||||
return out
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -80,7 +80,6 @@ type bus struct {
|
|||||||
target float32
|
target float32
|
||||||
delta float32
|
delta float32
|
||||||
ramp int
|
ramp int
|
||||||
live bool
|
|
||||||
acc []float32
|
acc []float32
|
||||||
peak atomic.Uint32
|
peak atomic.Uint32
|
||||||
rms atomic.Uint32
|
rms atomic.Uint32
|
||||||
|
|||||||
@@ -441,87 +441,3 @@ func TestVoicePositionAndKill(t *testing.T) {
|
|||||||
t.Fatalf("kill: %+v, live %v", ev, m.Live(id))
|
t.Fatalf("kill: %+v, live %v", ev, m.Live(id))
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func directPair(tb testing.TB, mem *Memory, loop bool) (*Mixer, voice, voice) {
|
|
||||||
m := newMixer(tb)
|
|
||||||
m.Play(PlayParams{Memory: mem, Gain: 0.7, Pan: 0.3, Loop: loop, FadeIn: 0.005})
|
|
||||||
buf := make([]float32, 64*2)
|
|
||||||
m.Mix(buf)
|
|
||||||
for i := range m.voices {
|
|
||||||
if m.voices[i].state == voicePlaying {
|
|
||||||
return m, m.voices[i], m.voices[i]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
tb.Fatal("no playing voice")
|
|
||||||
return nil, voice{}, voice{}
|
|
||||||
}
|
|
||||||
|
|
||||||
// The direct path for pitch 1 gives the same samples, position, gain and end as Hermite, through fades, loops and the stop ramp.
|
|
||||||
func TestDirectPathMatchesHermite(t *testing.T) {
|
|
||||||
for _, ch := range []int{1, 2} {
|
|
||||||
for _, loop := range []bool{false, true} {
|
|
||||||
mem := sine(440, rate/20, ch, 0.5)
|
|
||||||
if loop {
|
|
||||||
mem.LoopStart, mem.LoopEnd = 100, mem.Frames()-50
|
|
||||||
}
|
|
||||||
m, a, b := directPair(t, mem, loop)
|
|
||||||
if b.step != 1 {
|
|
||||||
t.Fatalf("step %v, the direct path needs 1", b.step)
|
|
||||||
}
|
|
||||||
const n = 256
|
|
||||||
accA, accB := make([]float32, n*2), make([]float32, n*2)
|
|
||||||
for block := 0; block < 40; block++ {
|
|
||||||
if block == 20 {
|
|
||||||
a.rampTo(0, 300)
|
|
||||||
b.rampTo(0, 300)
|
|
||||||
a.stopping, b.stopping = true, true
|
|
||||||
}
|
|
||||||
clear(accA)
|
|
||||||
clear(accB)
|
|
||||||
da := m.renderMemory(&a, accA, n)
|
|
||||||
db := m.renderMemoryDirect(&b, accB, n)
|
|
||||||
if da != db || a.pos != b.pos || a.gain != b.gain {
|
|
||||||
t.Fatalf("ch=%d loop=%v block %d: done %v/%v pos %v/%v gain %v/%v", ch, loop, block, da, db, a.pos, b.pos, a.gain, b.gain)
|
|
||||||
}
|
|
||||||
for i := range accA {
|
|
||||||
if accA[i] != accB[i] {
|
|
||||||
t.Fatalf("ch=%d loop=%v block %d sample %d: %v != %v", ch, loop, block, i, accA[i], accB[i])
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if da {
|
|
||||||
break
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func loadedPitch1(tb testing.TB) (*Mixer, []float32) {
|
|
||||||
m := newMixer(tb)
|
|
||||||
mem := sine(440, rate/10, 1, 0.5)
|
|
||||||
for i := 0; i < 64; i++ {
|
|
||||||
m.Play(PlayParams{Memory: mem, Gain: 0.1, Pan: float32(i%3 - 1), Pitch: 1, Loop: true})
|
|
||||||
}
|
|
||||||
buf := make([]float32, 512*2)
|
|
||||||
m.Mix(buf)
|
|
||||||
if m.Active() != 64 {
|
|
||||||
tb.Fatalf("%d active voices", m.Active())
|
|
||||||
}
|
|
||||||
return m, buf
|
|
||||||
}
|
|
||||||
|
|
||||||
func TestMixPitch1Allocs(t *testing.T) {
|
|
||||||
m, buf := loadedPitch1(t)
|
|
||||||
if n := testing.AllocsPerRun(200, func() { m.Mix(buf) }); n != 0 {
|
|
||||||
t.Fatalf("Mix allocates %v times per call", n)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func BenchmarkMix64Pitch1(b *testing.B) {
|
|
||||||
m, buf := loadedPitch1(b)
|
|
||||||
b.ReportAllocs()
|
|
||||||
b.ResetTimer()
|
|
||||||
for b.Loop() {
|
|
||||||
m.Mix(buf)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -141,7 +141,7 @@ func (p *Pump) Start() {
|
|||||||
|
|
||||||
func (p *Pump) run(stop, done chan struct{}) {
|
func (p *Pump) run(stop, done chan struct{}) {
|
||||||
defer close(done)
|
defer close(done)
|
||||||
period := time.Duration(float64(p.cfg.Block*p.cfg.Target) / float64(p.cfg.SampleRate) / 6 * float64(time.Second))
|
period := time.Duration(float64(p.cfg.Block) / float64(p.cfg.SampleRate) / 2 * float64(time.Second))
|
||||||
t := time.NewTicker(max(period, time.Millisecond))
|
t := time.NewTicker(max(period, time.Millisecond))
|
||||||
defer t.Stop()
|
defer t.Stop()
|
||||||
for {
|
for {
|
||||||
|
|||||||
@@ -102,33 +102,3 @@ func TestAgentSceneTreeJSON(t *testing.T) {
|
|||||||
t.Fatalf("output %v:\n%s", err, out)
|
t.Fatalf("output %v:\n%s", err, out)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// The top-down example needs no native module, so the CLI can run it from a copy.
|
|
||||||
func TestAgentSceneRunCounters(t *testing.T) {
|
|
||||||
dir := copyProject(t, "topdown")
|
|
||||||
r, w, err := os.Pipe()
|
|
||||||
if err != nil {
|
|
||||||
t.Fatal(err)
|
|
||||||
}
|
|
||||||
stdout := os.Stdout
|
|
||||||
os.Stdout = w
|
|
||||||
code := dispatch([]string{"scene", "run", "scenes/main.aescene", "--frames", "300", "--json", "--project", dir})
|
|
||||||
os.Stdout = stdout
|
|
||||||
w.Close()
|
|
||||||
out, _ := io.ReadAll(r)
|
|
||||||
if code != 0 {
|
|
||||||
t.Fatalf("exit %d:\n%s", code, out)
|
|
||||||
}
|
|
||||||
var v struct {
|
|
||||||
Value struct {
|
|
||||||
Counters map[string]uint64 `json:"counters"`
|
|
||||||
} `json:"value"`
|
|
||||||
}
|
|
||||||
if err := json.Unmarshal(out, &v); err != nil {
|
|
||||||
t.Fatalf("output %v:\n%s", err, out)
|
|
||||||
}
|
|
||||||
c := v.Value.Counters
|
|
||||||
if c["gameplay.steps"] == 0 || c["camera.outputs"] != 1 {
|
|
||||||
t.Fatalf("counters %v, want gameplay steps and one camera output", c)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -10,9 +10,7 @@ const ServiceID = "physics2d.queries"
|
|||||||
type QueryFilter struct {
|
type QueryFilter struct {
|
||||||
LayerMask uint32
|
LayerMask uint32
|
||||||
IncludeTriggers bool
|
IncludeTriggers bool
|
||||||
SkipDynamic bool
|
|
||||||
ExcludeNode scene.NodeHandle
|
ExcludeNode scene.NodeHandle
|
||||||
ExcludeBody scene.NodeHandle
|
|
||||||
}
|
}
|
||||||
|
|
||||||
type RayHit struct {
|
type RayHit struct {
|
||||||
@@ -23,16 +21,6 @@ type RayHit struct {
|
|||||||
ColliderNode scene.NodeHandle
|
ColliderNode scene.NodeHandle
|
||||||
}
|
}
|
||||||
|
|
||||||
type CastHit struct {
|
|
||||||
Point mathx.Vec2
|
|
||||||
Normal mathx.Vec2
|
|
||||||
Fraction float32
|
|
||||||
Depth float32
|
|
||||||
Node scene.NodeHandle
|
|
||||||
ColliderNode scene.NodeHandle
|
|
||||||
Initial bool
|
|
||||||
}
|
|
||||||
|
|
||||||
type Queries interface {
|
type Queries interface {
|
||||||
Raycast(origin, dir mathx.Vec2, maxDist float32, f QueryFilter) (RayHit, bool)
|
Raycast(origin, dir mathx.Vec2, maxDist float32, f QueryFilter) (RayHit, bool)
|
||||||
RaycastAll(origin, dir mathx.Vec2, maxDist float32, f QueryFilter, out []RayHit) int
|
RaycastAll(origin, dir mathx.Vec2, maxDist float32, f QueryFilter, out []RayHit) int
|
||||||
@@ -40,15 +28,4 @@ type Queries interface {
|
|||||||
OverlapCircle(c mathx.Vec2, r float32, f QueryFilter, out []scene.NodeHandle) int
|
OverlapCircle(c mathx.Vec2, r float32, f QueryFilter, out []scene.NodeHandle) int
|
||||||
OverlapBox(c, half mathx.Vec2, angle float32, f QueryFilter, out []scene.NodeHandle) int
|
OverlapBox(c, half mathx.Vec2, angle float32, f QueryFilter, out []scene.NodeHandle) int
|
||||||
BodyAt(p mathx.Vec2, f QueryFilter) (scene.NodeHandle, bool)
|
BodyAt(p mathx.Vec2, f QueryFilter) (scene.NodeHandle, bool)
|
||||||
CastCircle(c mathx.Vec2, r float32, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
|
|
||||||
CastBox(c, half mathx.Vec2, angle float32, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
|
|
||||||
CastCapsule(a, b mathx.Vec2, r float32, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
|
|
||||||
CastBody(body scene.NodeHandle, offset, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
|
|
||||||
Penetration(body scene.NodeHandle, f QueryFilter, out []CastHit) int
|
|
||||||
BodyPose(body scene.NodeHandle) (mathx.Vec2, float32, bool)
|
|
||||||
BodyVelocity(body scene.NodeHandle) (mathx.Vec2, float32, bool)
|
|
||||||
MoveKinematic(body scene.NodeHandle, p mathx.Vec2, angle, dt float32) error
|
|
||||||
Teleport(body scene.NodeHandle, p mathx.Vec2, angle float32) error
|
|
||||||
ApplyImpulse(body scene.NodeHandle, j mathx.Vec2) error
|
|
||||||
Gravity() mathx.Vec2
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,22 +0,0 @@
|
|||||||
package scriptcall
|
|
||||||
|
|
||||||
import (
|
|
||||||
"aego/scene"
|
|
||||||
"aego/script/vm"
|
|
||||||
)
|
|
||||||
|
|
||||||
const ServiceID = "script.call"
|
|
||||||
|
|
||||||
// Ref names a plain method of one script instance; a new program generation makes it stale.
|
|
||||||
type Ref struct {
|
|
||||||
Node scene.NodeHandle
|
|
||||||
Instance vm.InstanceID
|
|
||||||
Index int32
|
|
||||||
Gen uint64
|
|
||||||
}
|
|
||||||
|
|
||||||
type Caller interface {
|
|
||||||
Method(node scene.NodeHandle, name string, params int) (Ref, bool)
|
|
||||||
Call(ref *Ref, args []vm.Value) bool
|
|
||||||
Generation() uint64
|
|
||||||
}
|
|
||||||
@@ -1,37 +0,0 @@
|
|||||||
# Contributing
|
|
||||||
|
|
||||||
## Build and run
|
|
||||||
|
|
||||||
```sh
|
|
||||||
bash tools/bootstrap-native.sh
|
|
||||||
make cli
|
|
||||||
.cache/bin/aego edit examples/platformer
|
|
||||||
```
|
|
||||||
|
|
||||||
`make res` regenerates icons, previews and ES shaders; `make golden-update` rewrites golden images after an intended UI change.
|
|
||||||
|
|
||||||
## Check levels
|
|
||||||
|
|
||||||
| Level | When | Command |
|
|
||||||
|---|---|---|
|
|
||||||
| 1 | after an edit | `make quick`: build and short tests of the packages your change touches and everything that imports them |
|
|
||||||
| 2 | before a commit | `make affected`, plus `make check-camera`, `check-audio`, `check-gameplay`, `check-mutate`, `check-editor`, `check-web` or `check-docs` for the areas you touched, and `make golden` after UI changes |
|
|
||||||
| 3 | before a push or a tag | `make ci` |
|
|
||||||
|
|
||||||
`tools/affected.sh [base]` lists the affected packages (default base `origin/master`, uncommitted files included). The CI server always runs the full `make ci`.
|
|
||||||
|
|
||||||
## Rules for engine code
|
|
||||||
|
|
||||||
- **Modules talk through contracts.** A module never imports another module: shared types and services live in `contracts/` (`physics2d`, `camera2d`, `scriptcall`, `signals`, `debugdraw`, …). `tools/depcheck` enforces the import rules; an exception goes into `tools/depcheck/exceptions.txt` with its file and reason.
|
|
||||||
- **Kernel stays neutral.** Kernel, editor and `sdk` never name a built-in module, its components or its diagnostic codes in string literals; names come from the module catalog.
|
|
||||||
- **Every component has a Try it scene.** It lives at `res/docs/try/<Component>.aescene` (with `<Component>.aes` and prefabs next to it when needed), shows the component's own effect and runs without warnings; `aego docs check` fails without it.
|
|
||||||
- **Internal state is not a component.** Controller state lives in unexported fields of the component it belongs to or in a world service. A component that exists only to carry state for a service is registered `Hidden`: it is not in Create, Add Component, Try it or the docs.
|
|
||||||
- **Requirements add, they do not block.** Declare `Requires`; Add Component, `scene add-comp`, Paste and presets add the missing components in the same undo step.
|
|
||||||
- **Every diagnostic code has a page with an example.** Component codes (`CAM`, `AUD`, `GMP`, `PHY`, …) also have an example scene that produces the code; `aego docs check` fails without one. Asset codes say `scope: asset`, codes that only an edit during Play produces say `scope: play`.
|
|
||||||
- **Nodes are labelled, not pathed.** UI shows nodes with `props.NodeLabel` (icon and name, the path in the tooltip).
|
|
||||||
- **Editor edits go through history.** Every edit is a history command, normally `commands.Mutation`, so Undo, the Play changes diff and agents see it.
|
|
||||||
- **Hot paths do not allocate.** Systems, mixers and controllers allocate nothing per frame; add `testing.AllocsPerRun` checks and a benchmark next to new hot code.
|
|
||||||
|
|
||||||
## Commits
|
|
||||||
|
|
||||||
One commit per sub-stage, named `Stage <n><x>: <what>`; decisions go into `ARCHITECTURE.md` as `D<number>` in the same commit.
|
|
||||||
@@ -97,16 +97,6 @@ sdk.Component[Wind](r, sdk.Name("weather.Wind")).
|
|||||||
|
|
||||||
`engine/problems` collects `sdk.Diagnostic{Owner, Code, Severity, Message, Subject, BlocksPlay}` from sources with a revision; the service rebuilds the list only when a revision changes. `sdk.Diagnostics(ctx)` in `Init` returns the service; a module adds runtime diagnostics as a `sdk.ProblemSource` from `AttachWorld` and removes it in `DetachWorld`. The Problems panel shows them with the owner as category; an error with `BlocksPlay` stops Play (D210).
|
`engine/problems` collects `sdk.Diagnostic{Owner, Code, Severity, Message, Subject, BlocksPlay}` from sources with a revision; the service rebuilds the list only when a revision changes. `sdk.Diagnostics(ctx)` in `Init` returns the service; a module adds runtime diagnostics as a `sdk.ProblemSource` from `AttachWorld` and removes it in `DetachWorld`. The Problems panel shows them with the owner as category; an error with `BlocksPlay` stops Play (D210).
|
||||||
|
|
||||||
Every code a module reports is listed in `Info.Codes` and has a page `res/docs/diagnostics/<CODE>.md` with front matter `code`, `title`, `severity` (`error`, `warning` or `info`) and either `example: <CODE>.aescene`, a scene next to the page that produces the code (with `<CODE>.aes` next to it when a script has to act, as for PHY007), `scope: asset` for codes that come from importing or checking an asset, or `scope: play` for codes that only an edit during Play produces (PHY006). `aego docs check` fails on a declared code without a page, a page whose code is not declared, a component code without an example, and an example that does not produce its code after `module.ValidateScene` and 60 headless frames. The pages appear under Reference → Diagnostics next to the script codes (D146, D316).
|
|
||||||
|
|
||||||
### Contracts between modules
|
|
||||||
|
|
||||||
A module never imports another module. What two modules share lives in `contracts/<name>` as plain types, a service ID and an interface; the provider registers the service in its world, the consumer looks it up with `engine.ServiceOf` and works without it.
|
|
||||||
|
|
||||||
- **Provisions.** A value handed over at load time, keyed by a kind. `camera2d.AccessibilityKind` (`"camera2d.accessibility"`) carries the IDs of the Screen Shake and Reduce Motion settings: the settings module provides them with `r.Provide(camera2d.AccessibilityKind, camera2d.Accessibility{...})`, the camera module reads `ctx.Provided(camera2d.AccessibilityKind)` in `Init` and scales shake by them every frame.
|
|
||||||
- **`physics2d.Queries`** (`physics2d.ServiceID`). Ray, point, circle and box queries; shape casts `CastCircle`, `CastBox`, `CastCapsule` and `CastBody`, which sweeps every non-trigger collider of a body and returns the first hit with its fraction, normal and, when the shapes already overlap, `Initial` and `Depth`; `Penetration` lists the overlaps of a body for depenetration; `BodyPose`, `BodyVelocity`, `MoveKinematic` (moves a kinematic body so contacts see its velocity), `Teleport`, `ApplyImpulse` and `Gravity`. `QueryFilter` selects layers and triggers; `SkipDynamic` ignores dynamic bodies, and `ExcludeNode` and `ExcludeBody` skip the caller's own collider or body. The gameplay controller is written only against this interface.
|
|
||||||
- **`scriptcall.Caller`** (`scriptcall.ServiceID`). `Method(node, name, params)` finds a plain method by name in the scripts on a node and returns a `Ref`; `Call(&ref, args)` runs it. A hot reload starts a new `Generation`, which makes every older `Ref` stale: look the method up again when `Ref.Gen` differs. The State Machine finds its hooks this way.
|
|
||||||
|
|
||||||
### Resources
|
### Resources
|
||||||
|
|
||||||
Module icons are named `<owner>.*` or `cat.<owner>`; a clash with the engine atlas or another module is a build error. Built-in modules list their icon sources through `IconDir()`. Docs registered with `Registry.Docs` carry the module as owner and are left out of runtime builds (D211).
|
Module icons are named `<owner>.*` or `cat.<owner>`; a clash with the engine atlas or another module is a build error. Built-in modules list their icon sources through `IconDir()`. Docs registered with `Registry.Docs` carry the module as owner and are left out of runtime builds (D211).
|
||||||
@@ -179,6 +169,4 @@ A panel gets a fresh `Frame` every draw (`UI`, drag and drop, time, focus). Anyt
|
|||||||
|
|
||||||
A module can give any of its components a live example on the documentation site: put a scene in `res/docs/try/<Component>.aescene`, named after the last part of the component ID (`try/Body2D.aescene` for `physics.Body2D`). The page of that component gets a Try it block that runs the scene in the browser with the Inspector, selecting the first node that has the component; a guide page can show a scene with `try: try/name.aescene` and `try_select: module.Component` in its front matter.
|
A module can give any of its components a live example on the documentation site: put a scene in `res/docs/try/<Component>.aescene`, named after the last part of the component ID (`try/Body2D.aescene` for `physics.Body2D`). The page of that component gets a Try it block that runs the scene in the browser with the Inspector, selecting the first node that has the component; a guide page can show a scene with `try: try/name.aescene` and `try_select: module.Component` in its front matter.
|
||||||
|
|
||||||
Try scenes run on the docs runtime catalog (core, input, render2d, render3d, scripting, physics, debug, tween, cameras, gameplay, spawn, savegame and audio) with builtin assets only. A script `<Component>.aes` and prefabs `<Component>.<name>.aeprefab` (with their `.meta`) next to the scene are compiled and mounted with it. `aego docs check` loads each one, runs it for 60 frames and fails on a load error, a warning or a fault, and on a scene of a module outside the catalog. Keep the scene to what the component needs, put the documented node first, and add a camera.
|
Try scenes run on the sandbox catalog (core, input, render2d, scripting, physics, debug) with builtin assets only and no scripts. `aego docs check` loads each one, runs it for 60 frames and fails on a load error, a warning or a fault, and on a scene of a module outside the sandbox. Keep the scene to what the component needs, put the documented node first, and add a camera.
|
||||||
|
|
||||||
Every visible component needs one. A component registered `Hidden`, which only carries state for a service, has none and is left out of Create, Add Component, Try it and the docs. The rules for engine code, including these, are in [contributing.md](contributing.md).
|
|
||||||
|
|||||||
@@ -17,7 +17,6 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
|
|||||||
| `cat.audio` | engine | 16 | Documentation: Audio group and module | ok |
|
| `cat.audio` | engine | 16 | Documentation: Audio group and module | ok |
|
||||||
| `cat.camera` | engine | 24 | New Project: template 2.5d | ok |
|
| `cat.camera` | engine | 24 | New Project: template 2.5d | ok |
|
||||||
| `cat.game` | engine | 16 | Inspector and Add Component: components of a project module without an icon of their own | ok |
|
| `cat.game` | engine | 16 | Inspector and Add Component: components of a project module without an icon of their own | ok |
|
||||||
| `cat.gameplay` | engine | 16 | template menu Gameplay | ok |
|
|
||||||
| `cat.node` | engine | 24 | New Project: template empty; Search: node results | ok |
|
| `cat.node` | engine | 24 | New Project: template empty; Search: node results | ok |
|
||||||
| `cat.physics` | engine | 16 | template menu Physics | ok |
|
| `cat.physics` | engine | 16 | template menu Physics | ok |
|
||||||
| `cat.rendering` | engine | 24 | New Project: template 2d; Search: mesh assets | ok |
|
| `cat.rendering` | engine | 24 | New Project: template 2d; Search: mesh assets | ok |
|
||||||
@@ -61,10 +60,8 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
|
|||||||
| `edit.paste` | engine | 16 | Paste (nodes, assets, inspector field) | ok |
|
| `edit.paste` | engine | 16 | Paste (nodes, assets, inspector field) | ok |
|
||||||
| `edit.rename` | engine | 16 | Rename (nodes, assets, workspace) | ok |
|
| `edit.rename` | engine | 16 | Rename (nodes, assets, workspace) | ok |
|
||||||
| `edit.select_all` | engine | 16 | Edit → Select All | ok |
|
| `edit.select_all` | engine | 16 | Edit → Select All | ok |
|
||||||
| `file.audio` | engine | 16 | Documentation: sound clips page | ok |
|
|
||||||
| `file.autosave` | engine | 16 | File → Autosave Scripts | ok |
|
| `file.autosave` | engine | 16 | File → Autosave Scripts | ok |
|
||||||
| `file.data` | engine | 24 | Assets: data asset tiles | ok |
|
| `file.data` | engine | 24 | Assets: data asset tiles | ok |
|
||||||
| `file.download` | engine | 16 | Documentation: Install and run page | ok |
|
|
||||||
| `file.folder` | engine | 24 | Assets: folders | ok |
|
| `file.folder` | engine | 24 | Assets: folders | ok |
|
||||||
| `file.mesh` | engine | 24 | Assets: mesh tiles | ok |
|
| `file.mesh` | engine | 24 | Assets: mesh tiles | ok |
|
||||||
| `file.open` | engine | 16 | Assets menu: Open | ok |
|
| `file.open` | engine | 16 | Assets menu: Open | ok |
|
||||||
@@ -78,16 +75,6 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
|
|||||||
| `file.table` | engine | 24 | Assets: table tiles | ok |
|
| `file.table` | engine | 24 | Assets: table tiles | ok |
|
||||||
| `file.texture` | engine | 24 | Assets: texture tiles | ok |
|
| `file.texture` | engine | 24 | Assets: texture tiles | ok |
|
||||||
| `file.unknown` | engine | 24 | Assets: tiles of other kinds | ok |
|
| `file.unknown` | engine | 24 | Assets: tiles of other kinds | ok |
|
||||||
| `gameplay.checkpoint` | engine | 16 | component gameplay.Checkpoint2D; template gameplay.checkpoint | ok |
|
|
||||||
| `gameplay.fsm` | engine | 16 | component gameplay.StateMachine | ok |
|
|
||||||
| `gameplay.health` | engine | 16 | component gameplay.Health | ok |
|
|
||||||
| `gameplay.hitbox` | engine | 16 | component gameplay.Hitbox2D; template gameplay.enemy | ok |
|
|
||||||
| `gameplay.hurtbox` | engine | 16 | component gameplay.Hurtbox2D | ok |
|
|
||||||
| `gameplay.killzone` | engine | 16 | component gameplay.KillZone2D; template gameplay.killzone | ok |
|
|
||||||
| `gameplay.lifetime` | engine | 16 | component gameplay.Lifetime | ok |
|
|
||||||
| `gameplay.motion` | engine | 16 | component gameplay.Motion2D; template gameplay.platform; template gameplay.platformer; template gameplay.topdown | ok |
|
|
||||||
| `gameplay.pickup` | engine | 16 | component gameplay.Pickup2D; template gameplay.pickup | ok |
|
|
||||||
| `gameplay.respawn` | engine | 16 | component gameplay.Respawn | ok |
|
|
||||||
| `help.about` | engine | 16 | Help → About Aego | ok |
|
| `help.about` | engine | 16 | Help → About Aego | ok |
|
||||||
| `help.book` | engine | 16 | Documentation tab | ok |
|
| `help.book` | engine | 16 | Documentation tab | ok |
|
||||||
| `log.error` | engine | 16 | Console: errors | ok |
|
| `log.error` | engine | 16 | Console: errors | ok |
|
||||||
@@ -136,7 +123,6 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
|
|||||||
| `prefab.variant` | engine | 16 | Assets menu: Create Variant | ok |
|
| `prefab.variant` | engine | 16 | Assets menu: Create Variant | ok |
|
||||||
| `shape.cube` | engine | 16 | template render3d.cube | ok |
|
| `shape.cube` | engine | 16 | template render3d.cube | ok |
|
||||||
| `shape.cylinder` | engine | 16 | template render3d.cylinder | ok |
|
| `shape.cylinder` | engine | 16 | template render3d.cylinder | ok |
|
||||||
| `shape.dice` | engine | 16 | Documentation: random numbers module | ok |
|
|
||||||
| `shape.plane` | engine | 16 | template render3d.plane | ok |
|
| `shape.plane` | engine | 16 | template render3d.plane | ok |
|
||||||
| `shape.sphere` | engine | 16 | template render3d.sphere | ok |
|
| `shape.sphere` | engine | 16 | template render3d.sphere | ok |
|
||||||
| `status.busy` | engine | 14 | Task Center: running task | ok |
|
| `status.busy` | engine | 14 | Task Center: running task | ok |
|
||||||
@@ -154,7 +140,6 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
|
|||||||
| `ui.chevron_down` | engine | 16 | trees, combos and drop-downs | ok |
|
| `ui.chevron_down` | engine | 16 | trees, combos and drop-downs | ok |
|
||||||
| `ui.chevron_right` | engine | 16 | trees and submenus | ok |
|
| `ui.chevron_right` | engine | 16 | trees and submenus | ok |
|
||||||
| `ui.close` | engine | 16 | tabs, chips and dialogs | ok |
|
| `ui.close` | engine | 16 | tabs, chips and dialogs | ok |
|
||||||
| `ui.curve` | engine | 16 | Documentation: curves module | ok |
|
|
||||||
| `ui.lock` | engine | 16 | Inspector: locked | ok |
|
| `ui.lock` | engine | 16 | Inspector: locked | ok |
|
||||||
| `ui.minus` | engine | 16 | list editors: remove | ok |
|
| `ui.minus` | engine | 16 | list editors: remove | ok |
|
||||||
| `ui.more` | engine | 16 | card menus | ok |
|
| `ui.more` | engine | 16 | card menus | ok |
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 121 KiB |
|
Before Width: | Height: | Size: 150 KiB |
|
Before Width: | Height: | Size: 145 KiB |
|
Before Width: | Height: | Size: 118 KiB |
|
Before Width: | Height: | Size: 28 KiB After Width: | Height: | Size: 28 KiB |
|
Before Width: | Height: | Size: 142 KiB After Width: | Height: | Size: 133 KiB |
|
Before Width: | Height: | Size: 146 KiB |
|
Before Width: | Height: | Size: 131 KiB |
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Before Width: | Height: | Size: 152 KiB |
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Before Width: | Height: | Size: 154 KiB After Width: | Height: | Size: 160 KiB |
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Before Width: | Height: | Size: 162 KiB After Width: | Height: | Size: 159 KiB |
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Before Width: | Height: | Size: 94 KiB After Width: | Height: | Size: 176 KiB |
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Before Width: | Height: | Size: 147 KiB After Width: | Height: | Size: 141 KiB |
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Before Width: | Height: | Size: 207 KiB After Width: | Height: | Size: 203 KiB |
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Before Width: | Height: | Size: 160 KiB After Width: | Height: | Size: 154 KiB |
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Before Width: | Height: | Size: 162 KiB After Width: | Height: | Size: 156 KiB |
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Before Width: | Height: | Size: 140 KiB After Width: | Height: | Size: 133 KiB |