30 Commits
Author SHA1 Message Date
sanspie 208875264f Stage 9.5c3: docs runtime polish
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 12m43s
ci / checks (push) Successful in 16m57s
2026-10-20 02:33:48 +03:00
sanspie 8c21400bb1 Stage 9.5c2: docs session, Try it, sandbox (D293–D294) 2026-10-20 01:31:40 +03:00
sanspie e83521a34a Stage 9.5c1: web export (D295) 2026-10-20 00:59:39 +03:00
sanspie 3f5584d062 Stage 9.5b3b: component, settings and CLI reference (D292) 2026-10-20 00:11:43 +03:00
sanspie 6ce72aa1ec Stage 9.5b3a: docs IA and site shell (D292) 2026-10-19 23:27:11 +03:00
sanspie 9ee2b0b05c Stage 9.5b2: playground with Game View (D291) 2026-10-19 23:10:55 +03:00
sanspie 99dacd7a75 Stage 9.5b1: web platform and WebGL2 backend (D289–D290) 2026-10-19 22:47:08 +03:00
sanspie 5447383f2b gitignore: aego-runtime binary and .syso resources 2026-10-19 20:39:03 +03:00
sanspie 6745d027fb Stage 9.5a: export v1 (D286–D288) 2026-10-19 20:27:58 +03:00
sanspie e7dd01371e script/abi: Parse accepts the untyped Handle<> the encoder writes 2026-10-19 20:27:40 +03:00
sanspie 68802195b6 Stage 9.0: editor workflow 2026-10-19 20:27:40 +03:00
sanspie 7cba364aed Stage 9.4d4: aego test --determinism 2026-10-19 02:18:58 +03:00
sanspie 35e9849cae Stage 9.4d3: keyframes 2026-10-19 02:15:10 +03:00
sanspie f21d455d68 Stage 9.4d3a: CloneInto, spawn pool 2026-10-19 01:51:39 +03:00
sanspie d1a16d8208 Stage 9.4d2: rewind 2026-10-19 01:47:39 +03:00
sanspie 2a1826f876 Stage 9.4d1: save games 2026-10-19 00:37:50 +03:00
sanspie 3af2d5d977 Stage 9.4c: data assets, validators 2026-10-18 22:58:02 +03:00
sanspie b61a1656ad Stage 9.4b: signals, tags, spawn 2026-10-18 22:58:02 +03:00
sanspie 0fbf22a090 Stage 9.4a: curves, tween, timers
core/curve with presets, keys, wraps; KindCurve in schema, scenes, prefabs and the inspector curve editor.
modules/tween: tweens and timers in per-world pools, game and unscaled domains, script field targets via contracts/scriptfields.
Host handle types (abi.Handle, bind.Handle, manifest v5), yield on awaitable handles via contracts/scriptwait.
Script modules aego/curve, aego/tween, aego/timer; platformer enemy uses a cooldown and a fade-out tween.
Docs: tween.md, curves.md, language reference; golden for the curve editor.
2026-10-18 21:32:39 +03:00
sanspie 5e763aa73c Stage 9.2–9.3: input and settings 2026-10-18 21:32:39 +03:00
sanspie 6093ca9d8b Stage 9.1: time and debug 2026-10-17 23:14:21 +03:00
sanspie 6cc0673082 CI on master, docs auto-deploy and repo link, macOS build fixes
ci / checks (push) Successful in 13m36s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 14m40s
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
2026-10-16 12:10:43 +03:00
sanspie ab9b003457 Stage 8: physics and module boundaries 2026-10-15 19:16:09 +03:00
sanspie 41d949717d deploy: push-to-deploy docs site and playground
make site-headless builds the CLI without cgo (aego_nonative) and the
static site with the wasm playground. deploy/ holds the image, the
container nginx config (gzip_static with Vary), compose and deploy.sh
run by the post-receive hook on mainserv.

.gitignore ignores only the root site/ output; tools/gendocs/site was
never committed because of it.

Docs site: index and section summaries render code, bold and italic
instead of raw markdown; search.json gets the plain text. Page summaries
drop a leading list or quote marker. The nav toggle is three CSS bars
centred in a 32px button.

Playground: a loading overlay in the editor pane shows a spinner, a
progress bar and the downloaded size while aego.wasm streams in, then
'Starting engine' until the runtime is ready; a failed start keeps the
error on the overlay. docstool writes the wasm size and a version hash
into index.html; play.js, play.css, wasm_exec.js and aego.wasm are
referenced with ?v=<hash> so a deploy never mixes cached old files with
new ones.

Instruction budget: default 1M per callback (was 100k), playground 2M;
the donut needs ~120k per frame. Playground: software 3D donut example,
multi-line log entries render as monospace blocks, a fault is reported
once instead of also as a "script stopped" log line.

The compose project is named aego explicitly; the default name came from
the deploy/ directory and collided with other stacks on the host.
2026-10-14 22:40:20 +03:00
sanspie 69d19e501f Stage 7: documentation, help, playground; templates, aego new/bootstrap/icons, launcher
Documentation: engine/docs assembles one registry from the script
bindings, the schema, module docs and module-owned script paths; problems
are reported as warnings at build time. Module registries record doc
sources and script module owners; diag.Codes lists every diagnostic code.

Project bootstrap: project.defaultSpace ("2d"/"3d"), EnsureDirs creates
the default folders when the editor opens a project (reported in the
console), prefabs/ is a pipeline root. Native builds drop -trimpath so
binding locations resolve inside native/.

Editor files: create scene/prefab/script from menus, move/rename/duplicate
/delete with undo, script package retargeting on move, open scenes and
script panels follow renames, Save As / Rename Scene prompts, scene
picker, startup scene. Scoped shortcuts fall back to the global command
when disabled; Save As is Ctrl+Shift+S, Save All Ctrl+Alt+S.

Script editor: Go to Implementation (stub → native/ source), host
definitions always resolve to stubs, bracket match/mismatch states,
rainbow brackets (persisted), mono code font (ui-mono atlases, per-command
fonts in draw.List, PushFont/PopFont restored by Mark/Restore).

Tests: langsvc definition/implementation, bracket states, dispatch
fallback, script renames, font stack, editor file-op integration, golden
mono glyph and bracket references; depcheck rule for engine/docs.

Docs pipeline: engine, render2d and script/engine ship their own res/docs;
keyword hover text comes from the registry through manifest.Keywords;
project script symbols join the registry; aego docs export|check|build|
serve, --tool docs in native binaries, aego check --explain; app/docstool
and the tools/gendocs module (goldmark) build the static site.

Playground: app/playground + cmd/aego-playground (js/wasm, 3.3 MB gzip)
compile, highlight and run scripts in the browser; run blocks in the
language docs become examples. engine/builtin/headless is the module set
without render3d; workspace.Config.FS; StubFor/StubPaths; backends and the
script importer drop out of js builds.

VM: one frame pointer in the interpreter loop, direct host calls, panic
recovery once per run instead of per host call (Update2k -19%,
Schedule10k -24% against the previous head). bench-build/compare/profile
run pre-built, pinned, interleaved binaries.

Editor: structural bracket levels and current-block highlight, indent
guides, occurrence highlighting with write marks, multi-format clipboard
(copy/cut/paste assets, paste images as sprites or textures). gl33 probes
a renderable depth format and reports framebuffer failures by stage.

7 E:
- project templates empty/2d/2.5d/3d, app/projects as the single creation path (D148)
- launcher and recent projects (D149)
- orthographic Camera3D and Scene View (D150)
- reference states in the Inspector, ids.Short (D151)
- sceneio remaps node references when loading without KeepIDs (D152)
- exported ComponentRef<T> (D153)
- aego icons via module.Audit (D146)
2026-10-13 01:08:56 +03:00
sanspie cf68c71f05 Stage 6: coroutines, signals, ScriptRef, workspace CLI, editor tooling
Language: yield/signal/coroutine become keywords, start is contextual.
Coroutine methods (func Name() coroutine) with start and
yield / wait / frames / fixed / await; signals with Emit/Connect and
Connection handles; ScriptRef<T> and node.GetScript<T>() for fields,
plain methods and signals of other scripts. Diagnostics AES2050-AES2059.

Bytecode v3: ScriptRefs, XFields, XMethods and Connects tables resolved by
name in vm.Link, per-script signals, coroutine flag on functions; new
opcodes START/YIELD/EMIT/CONNECT/DISCONNECT/CONNECTED/COSTOP/CORUN/
SELFREF/GETSCRIPT/GETXF/SETXF/CALLR, checked by verify.

Runtime: script/coroutine scheduler (frames/fixed counters, time heap,
await lists; only due coroutines are visited) and script/signal registry
(snapshot per Emit, deferred removal, no allocations in steady state).
Hot reload cancels coroutines of changed scripts, rebinds connections by
name and signature, then runs Reloaded.

Tooling: script/build removed, aego check/test/dump run on the workspace
(test builds include _test.aes); langsvc completion, hover, signatures and
semantic tokens for the new syntax; editor highlighting, snippets with
placeholders, coroutine/signal profiler graphs and stats.

Docs (script.md sections 16-19, editor.md, ARCHITECTURE), test fixtures and
golden files, platformer enemies wired to the player, scriptreload demo,
and run.Config.FrameTime for deterministic headless fixed steps.

Modules (6.5): engine/module registry and ComponentBuilder are the one
registration path for engine subsystems and native code; render2d,
render3d and script/engine are modules over scene/frame, the script
component moved to scene/scriptcomp, and scene/components and
scene/systems are gone. Editor inspector, templates, picking shapes and
extension hooks are driven by descriptors and editor/builtins; sdk gains
Component/EditorHook; depcheck checks the module graph and the
aego_runtime graph.

Also: stop tracking built tool binaries; gl33 activates the scratch unit
before binding for texture updates.

Verification: typed component method adapters (Method0..2, Proc0..2)
with direct field access and no allocations; app.Build as the single
construction path for run and the editor; modules attach per scene
document; depcheck aego_editor pass; diagnostic codes in one place and
every code covered by a test; indexed coroutine heaps with eager
cancel; dead component references and nil intrinsics fault with
AES6004, host faults keep their code; GC roots of struct fields checked
in verify and vm.Link; 255-field limit; AES4010 for script packages
shadowing host modules; architecture registry D111-D147.

Golden: the harness renders on the thread that owns the GL context,
ReadPixels returns rows in memory order (render targets are top-down per
D17), and the first rendering references are committed.
2026-10-12 14:22:08 +03:00
sanspie 08f0b15e1e docs: update architecture spec and script reference 2026-10-08 13:31:21 +03:00
sanspie 17cb5e4291 Stage 2-5: assets, scene/ECS, editor, 3D, and Aego Script
Stage 2: render pipeline and UI toolkit over gpu/platform.
Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS.
Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth).
Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
2026-10-08 13:17:28 +03:00
sanspie eb9ac1e589 Initial commit 2026-09-26 16:32:40 +03:00
sanspie dae4bc19e1 Stage 1: engine core, platform, gpu, vfs
Foundation for the aego engine.

core/    errs, log, handle arena, mathx, clock, stats
platform SDL3 backend plus a headless one, input state, events
gpu      device abstraction with gl33 and null backends
vfs      scheme-based virtual filesystem with overlay mounts
engine   builder, module registry, phase-ordered system loop, jobs
demos    basic, resize, input, headless; sandbox driver

OpenGL bindings are generated into gpu/gl33/gl by tools/gen-gl.sh,
so the module has no external dependencies.
2026-09-18 20:51:54 +03:00
785 changed files with 3193 additions and 59373 deletions
-1
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@@ -5,4 +5,3 @@ site
exports
**/.aego
*.test
.claude
+1 -41
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@@ -3,7 +3,6 @@ name: ci
on:
push:
branches: [master]
tags: ["v*"]
pull_request:
permissions:
@@ -37,10 +36,6 @@ jobs:
- run: go vet ./platform/sdl
- run: make lint
- run: make depcheck
- name: packaging tools
run: sudo apt-get install -y nsis squashfs-tools
- name: installer dry run
run: make nsis-check
build:
strategy:
@@ -116,39 +111,4 @@ jobs:
- name: example project
run: |
/tmp/aego check examples/native-rotator
/tmp/aego run examples/native-rotator --headless --frames 60
release:
needs: [checks, build]
if: github.event_name == 'push'
runs-on: ubuntu-24.04
permissions:
contents: write
env:
CGO_ENABLED: "1"
GITEA_TOKEN: ${{ secrets.GITHUB_TOKEN }}
GITEA_API: ${{ github.server_url }}/api/v1/repos/${{ github.repository }}
steps:
- uses: actions/checkout@v4
- uses: actions/setup-go@v5
with:
go-version-file: go.mod
- name: linux packages
run: sudo apt-get update && sudo apt-get install -y $LINUX_PKGS
- uses: actions/cache@v4
continue-on-error: true
with:
path: .cache/native
key: native-linux_amd64-${{ hashFiles('third_party/sdl/version.txt', 'tools/bootstrap-native.sh') }}
- run: bash tools/bootstrap-native.sh
- name: windows tools
run: sudo apt-get install -y mingw-w64 nsis zip
- name: publish
env:
REQUIRE_WINDOWS: "1"
GITEA_RESOLVE: git.akarpov.ru:443:79.142.92.250
run: |
case "$GITHUB_REF" in
refs/tags/v*) sh tools/release/release.sh "$GITHUB_REF_NAME" ;;
refs/heads/master) sh tools/release/release.sh nightly ;;
esac
/tmp/aego run examples/native-rotator --headless --frames 60
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-8
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@@ -1,8 +0,0 @@
# Aego
A 2D and 3D game engine with an editor, a scripting language and a web export, written in Go.
- Documentation and the playground: <https://aego.akarpov.ru>
- Installing and building from source: [engine/res/docs/install.md](engine/res/docs/install.md)
- Contributing, check levels and rules for engine code: [docs/contributing.md](docs/contributing.md)
- Architecture and decisions: [ARCHITECTURE.md](ARCHITECTURE.md)
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-85
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@@ -1,85 +0,0 @@
package agent
import (
"bytes"
"encoding/json"
"testing"
)
func mustFind(t *testing.T, name string) *Command {
t.Helper()
c, ok := Find(name)
if !ok {
t.Fatalf("no command %s", name)
}
return c
}
func TestParseArgs(t *testing.T) {
set := mustFind(t, "scene.set")
a, f, err := parseArgs(set, []string{"s.aescene", "--json", "Player", "--dry-run", "Body2D.mass", "-3"})
if err != nil || !f.json || a.Str("value") != "-3" || a.Str("node") != "Player" || !a.Bool("dry-run") {
t.Fatalf("flags after positionals: %v %+v %v", a, f, err)
}
add := mustFind(t, "scene.add-node")
for _, toks := range [][]string{{"s", "N", "--index=1"}, {"s", "N", "--index", "1"}} {
a, _, err := parseArgs(add, toks)
if n, _ := a.Int("index", -1); err != nil || n != 1 {
t.Fatalf("%v: %v %v", toks, a, err)
}
}
a, _, err = parseArgs(set, []string{"s", "--", "Player", "Body2D.mass", "--odd"})
if err != nil || a.Str("value") != "--odd" {
t.Fatalf("after --: %v %v", a, err)
}
if _, _, err := parseArgs(set, []string{"s", "--nope"}); err == nil {
t.Fatal("an unknown flag was accepted")
}
if _, _, err := parseArgs(set, []string{"s", "a", "b", "c", "d"}); err == nil {
t.Fatal("an extra positional was accepted")
}
var out, errw bytes.Buffer
if code := Main(nil, []string{"scene", "set", "s", "--nope"}, &out, &errw, Options{}); code != 2 {
t.Fatalf("unknown flag exit %d", code)
}
if code := Main(nil, []string{"scene", "set", "a", "b", "c", "d", "e"}, &out, &errw, Options{}); code != 2 {
t.Fatalf("extra positional exit %d", code)
}
if code := Main(nil, []string{"scene", "help"}, &out, &errw, Options{}); code != 0 {
t.Fatalf("help exit %d", code)
}
}
func TestSchemasAndToolNames(t *testing.T) {
seen := map[string]bool{}
for _, c := range Commands() {
if seen[c.Tool()] {
t.Fatalf("tool name %s is used twice", c.Tool())
}
seen[c.Tool()] = true
b, err := json.Marshal(c.Schema())
if err != nil {
t.Fatal(err)
}
var sch struct {
Type string `json:"type"`
Properties map[string]map[string]any `json:"properties"`
Required []string `json:"required"`
}
if err := json.Unmarshal(b, &sch); err != nil || sch.Type != "object" {
t.Fatalf("%s: %s", c.Name, b)
}
var want []string
for _, x := range c.AllArgs() {
if x.Required {
want = append(want, x.Name)
}
if _, ok := sch.Properties[x.Name]; !ok {
t.Fatalf("%s: no property %s", c.Name, x.Name)
}
}
if len(want) != len(sch.Required) {
t.Fatalf("%s: required %v, want %v", c.Name, sch.Required, want)
}
}
}
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-66
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@@ -1,66 +0,0 @@
package agent
import (
"strconv"
"aego/asset"
"aego/project/refs"
"aego/scene/mutate"
)
func projectCommands() []*Command {
return []*Command{
{Name: "project.validate", Doc: "missing assets and nodes, import errors, prefabs and scenes that do not load", Run: (*Session).projectValidate},
}
}
func (s *Session) projectValidate(Args) (*Output, error) {
out := &Output{}
add := func(err bool, node, msg string) {
out.Problems = append(out.Problems, mutate.Problem{Error: err, Node: node, Message: msg})
}
for _, m := range refs.MissingAssets(s.Project, s.Pipeline) {
add(true, "", "missing asset "+m.Label())
}
for _, m := range refs.MissingNodes(s.Pipeline) {
add(true, m.Scene+" "+m.Path, m.Owner+"."+m.Field+" references a node that is not in the scene")
}
if s.scriptErr != nil {
add(true, "", "script types: "+s.scriptErr.Error())
}
for _, e := range s.libErrs {
add(true, "", e.Error())
}
for _, x := range s.Pipeline.Assets() {
if x.Error != "" {
add(true, x.Path, x.Error)
continue
}
if x.Kind != asset.ArtScene && x.Kind != asset.ArtPrefab {
continue
}
src, err := s.read(x.Path)
if err != nil {
add(true, x.Path, err.Error())
continue
}
doc, err := mutate.Load(src, x.Path, s.env())
if err != nil {
add(true, x.Path, err.Error())
continue
}
for _, p := range doc.Problems {
add(p.Error, x.Path+" "+p.Node, p.Message)
}
}
errs, warns := 0, 0
for _, p := range out.Problems {
if p.Error {
errs++
} else {
warns++
}
}
out.Notes = []string{"project: " + strconv.Itoa(errs) + " error(s), " + strconv.Itoa(warns) + " warning(s)"}
return out, nil
}
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+1 -11
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@@ -6,11 +6,9 @@ import (
"aego/engine/module"
"aego/modules/accessibility"
"aego/modules/audio"
"aego/modules/camera"
"aego/modules/dataasset"
"aego/modules/debug"
"aego/modules/display"
"aego/modules/gameplay"
inputmod "aego/modules/input"
"aego/modules/physics"
"aego/modules/render2d"
@@ -73,14 +71,6 @@ func tweenEntry() assembly.Entry {
return assembly.Entry{ID: tween.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return tween.New() }}
}
func cameraEntry() assembly.Entry {
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 {
return assembly.Entry{ID: dataasset.ID, New: func(assembly.Options) module.Module { return dataasset.New() }}
}
@@ -95,5 +85,5 @@ func savegameEntry() assembly.Entry {
func Default() assembly.Catalog {
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(), spawnEntry(), savegameEntry()}
}
+1 -1
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@@ -3,5 +3,5 @@ package builtin
import "aego/app/assembly"
func Headless() assembly.Catalog {
return assembly.Catalog{core(), dataEntry(), inputEntry(), scriptEntry(), physicsEntry(), debugEntry(), displayEntry(), audioEntry(), accessibilityEntry(), settingsEntry(), tweenEntry(), cameraEntry(), spawnEntry(), savegameEntry()}
return assembly.Catalog{core(), dataEntry(), inputEntry(), scriptEntry(), physicsEntry(), debugEntry(), displayEntry(), audioEntry(), accessibilityEntry(), settingsEntry(), tweenEntry(), spawnEntry(), savegameEntry()}
}
-9
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@@ -2,14 +2,8 @@ package editors
import (
"aego/app/assembly"
"aego/modules/audio"
audioeditor "aego/modules/audio/editor"
"aego/modules/camera"
cameraeditor "aego/modules/camera/editor"
"aego/modules/debug"
debugeditor "aego/modules/debug/editor"
"aego/modules/gameplay"
gameplayeditor "aego/modules/gameplay/editor"
inputmod "aego/modules/input"
inputeditor "aego/modules/input/editor"
"aego/modules/physics"
@@ -26,8 +20,5 @@ func With(c assembly.Catalog) assembly.Catalog {
With(render2d.ID, render2deditor.Hook).
With(render3d.ID, render3deditor.Hook).
With(physics.ID, physicseditor.Hook).
With(camera.ID, cameraeditor.Hook).
With(gameplay.ID, gameplayeditor.Hook).
With(audio.ID, audioeditor.Hook).
With(debug.ID, debugeditor.Hook)
}
-14
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@@ -4,18 +4,11 @@ import (
"aego/app/assembly"
"aego/engine/base"
"aego/engine/module"
"aego/modules/audio"
"aego/modules/camera"
"aego/modules/debug"
"aego/modules/gameplay"
inputmod "aego/modules/input"
"aego/modules/physics"
"aego/modules/render2d"
"aego/modules/render3d"
"aego/modules/savegame"
"aego/modules/scripting"
"aego/modules/spawn"
"aego/modules/tween"
"aego/script/stdlib"
"aego/script/vm"
)
@@ -30,13 +23,6 @@ func Catalog() assembly.Catalog {
}},
{ID: physics.ID, New: func(assembly.Options) module.Module { return physics.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: 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: 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: audio.ID, New: func(assembly.Options) module.Module { return audio.New() }},
}
}
-61
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@@ -1,61 +0,0 @@
package playground
import (
"io/fs"
"path"
"sort"
"strings"
"time"
"aego/contracts/persistence"
"aego/engine"
"aego/platform"
"aego/save"
)
// UseMemorySaves gives e a save store kept in memory, for runs in a browser page that must not touch the visitor's storage.
func UseMemorySaves(e *engine.Engine) {
e.SetService(persistence.StoreID, save.NewStoreFS("saves", &memUser{files: map[string][]byte{}}))
}
type memUser struct {
files map[string][]byte
}
func (m *memUser) ReadFile(p string) ([]byte, error) {
data, ok := m.files[path.Clean(p)]
if !ok {
return nil, fs.ErrNotExist
}
return append([]byte(nil), data...), nil
}
func (m *memUser) WriteFile(p string, data []byte) error {
m.files[path.Clean(p)] = append([]byte(nil), data...)
return nil
}
func (m *memUser) Remove(p string) error {
delete(m.files, path.Clean(p))
return nil
}
func (m *memUser) Stat(p string) (platform.UserEntry, error) {
data, ok := m.files[path.Clean(p)]
if !ok {
return platform.UserEntry{}, fs.ErrNotExist
}
return platform.UserEntry{Name: path.Base(p), Size: int64(len(data)), Mod: time.Time{}}, nil
}
func (m *memUser) List(dir string) ([]platform.UserEntry, error) {
prefix := path.Clean(dir) + "/"
var out []platform.UserEntry
for p, data := range m.files {
if rest, ok := strings.CutPrefix(p, prefix); ok && !strings.Contains(rest, "/") {
out = append(out, platform.UserEntry{Name: rest, Size: int64(len(data))})
}
}
sort.Slice(out, func(i, j int) bool { return out[i].Name < out[j].Name })
return out, nil
}
-62
View File
@@ -1,62 +0,0 @@
package playground
import (
"encoding/base64"
"strings"
"aego/asset"
"aego/asset/loader"
"aego/core/ids"
"aego/script/bytecode"
"aego/vfs"
"aego/vfs/memfs"
)
// EncodeTry packs the compiled script of a try scene for a docs page: base64 modules joined by commas.
func EncodeTry(mods []*bytecode.Module) string {
parts := make([]string, len(mods))
for i, m := range mods {
parts[i] = base64.StdEncoding.EncodeToString(bytecode.Encode(m))
}
return strings.Join(parts, ",")
}
func DecodeTry(code string) ([]*bytecode.Module, error) {
if code == "" {
return nil, nil
}
var mods []*bytecode.Module
for _, part := range strings.Split(code, ",") {
b, err := base64.StdEncoding.DecodeString(part)
if err != nil {
return nil, err
}
m, err := bytecode.Decode(b)
if err != nil {
return nil, err
}
mods = append(mods, m)
}
return mods, nil
}
// MountTry gives the loader the prefabs of a try scene, keyed by asset id; none unmounts them.
func MountTry(l *loader.Loader, prefabs map[string]string) error {
idx := asset.NewIndex()
files := map[string][]byte{}
for key, text := range prefabs {
id, err := ids.ParseAssetID(key)
if err != nil {
return err
}
p := id.String() + ".aeprefab"
files[p] = []byte(text)
idx.Put(asset.Entry{ID: id, Kind: asset.ArtPrefab, Name: p, Source: p,
Artifacts: []asset.Artifact{{Kind: asset.ArtPrefab, Path: "try://" + p}}})
}
fs, err := vfs.New(vfs.Mount{Scheme: "try", ReadOnly: true, Source: memfs.New(files)})
if err != nil {
return err
}
return l.Mount(idx, fs)
}
-2
View File
@@ -9,7 +9,6 @@ import (
"sort"
"strings"
"aego/app/proc"
"aego/core/errs"
"aego/core/log"
"aego/project"
@@ -170,7 +169,6 @@ func Build(p *project.Project, t Target, mode Mode, engineVersion string, lg *lo
cmd := exec.Command("go", args...)
cmd.Dir = p.Root
cmd.Env = append(os.Environ(), "GOOS="+t.OS, "GOARCH="+t.Arch)
proc.Hide(cmd)
output, err := cmd.CombinedOutput()
if err != nil {
os.RemoveAll(outDir)
-3
View File
@@ -8,7 +8,6 @@ import (
"path/filepath"
"strings"
"aego/app/proc"
"aego/core/errs"
"aego/core/log"
"aego/project"
@@ -33,14 +32,12 @@ func RunIcons(p *project.Project, engineVersion string, out io.Writer) (int, err
defer os.Remove(bin)
build := exec.Command("go", "build", "-tags", strings.Join(t.Tags, ","), "-o", bin, "./.aego/generated/icons")
build.Dir = p.Root
proc.Hide(build)
if output, err := build.CombinedOutput(); err != nil {
return 2, errs.New(errs.BuildFailed, "native icons helper does not compile",
log.F("output", strings.TrimSpace(string(output))))
}
run := exec.Command(bin)
run.Dir, run.Stdout, run.Stderr = p.Root, out, out
proc.Hide(run)
err = run.Run()
var ee *exec.ExitError
if errors.As(err, &ee) {
-3
View File
@@ -6,7 +6,6 @@ import (
"path/filepath"
"strings"
"aego/app/proc"
"aego/core/errs"
"aego/core/log"
"aego/project"
@@ -53,7 +52,6 @@ func BuildManifest(p *project.Project, engineVersion string, lg *log.Logger) (st
defer os.Remove(bin)
build := exec.Command("go", "build", "-tags", strings.Join(t.Tags, ","), "-o", bin, "./.aego/generated/manifest")
build.Dir = p.Root
proc.Hide(build)
if output, err := build.CombinedOutput(); err != nil {
return "", errs.New(errs.BuildFailed, "native bindings helper does not compile",
log.F("output", strings.TrimSpace(string(output))))
@@ -61,7 +59,6 @@ func BuildManifest(p *project.Project, engineVersion string, lg *log.Logger) (st
tmp := out + ".tmp"
run := exec.Command(bin, tmp)
run.Dir = p.Root
proc.Hide(run)
if output, err := run.CombinedOutput(); err != nil {
os.Remove(tmp)
return "", errs.New(errs.BuildFailed, "native module Register failed",
-33
View File
@@ -1,33 +0,0 @@
package brand
import (
"bytes"
"embed"
"image"
"image/png"
"strconv"
)
//go:embed png/aego-*.png
var files embed.FS
var windowSizes = []int{16, 24, 32, 48, 64, 128, 256}
func PNG(n int) ([]byte, bool) {
data, err := files.ReadFile("png/aego-" + strconv.Itoa(n) + ".png")
return data, err == nil
}
func Window() []image.Image {
out := make([]image.Image, 0, len(windowSizes))
for _, n := range windowSizes {
data, ok := PNG(n)
if !ok {
continue
}
if img, err := png.Decode(bytes.NewReader(data)); err == nil {
out = append(out, img)
}
}
return out
}
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+3 -5
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@@ -41,7 +41,6 @@ type Config struct {
Editor bool
FailOnScriptErrors bool
Catalog assembly.Catalog
Platform platform.Platform
Profile string
NoProfile bool
}
@@ -99,9 +98,6 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
ecfg.LoopScope = cfg.LoopScope
}
builder := engine.NewBuilder(ecfg).WithLogger(lg).Use(rmod)
if cfg.Platform != nil {
builder.WithPlatform(cfg.Platform)
}
if h.Types, err = assembly.NewTypes(); err != nil {
return err
}
@@ -191,7 +187,6 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
}
h.Settings.SetNames(h.Sections.Names)
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 {
return err
}
@@ -232,6 +227,9 @@ func (h *Host) Close() {
return
}
h.closed = true
if h.Modules != nil {
h.Modules.Shutdown()
}
if h.Engine != nil {
h.Engine.Close()
}
-33
View File
@@ -1,33 +0,0 @@
package docstool
import (
"aego/app/playground"
"aego/engine/docs"
"aego/script/diag"
)
func diagnoser(pg *playground.Playground) func(string, *docs.DiagInfo) {
return func(code string, d *docs.DiagInfo) {
got, err := pg.Reproduce(code)
if err != nil || got.Code == "" {
return
}
d.Severity, d.At, d.Message = got.Severity, got.File, got.Message
d.Line, d.Col, d.EndLine, d.EndCol = got.Line, got.Col, got.EndLine, got.EndCol
}
}
// DiagnosticProblems lists codes whose example is missing or no longer produces the code.
func DiagnosticProblems() []docs.Problem {
pg, err := playground.New()
if err != nil {
return []docs.Problem{{ID: docs.DiagnosticsID, Error: true, Message: "cannot start the docs runtime: " + err.Error()}}
}
var out []docs.Problem
for _, c := range diag.Codes() {
if _, err := pg.Reproduce(c); err != nil {
out = append(out, docs.Problem{ID: c, Error: true, Message: err.Error()})
}
}
return out
}
+1 -15
View File
@@ -138,7 +138,7 @@ func TestF1Refs(t *testing.T) {
if err := os.WriteFile(path, []byte(probe), 0o644); err != nil {
t.Fatal(err)
}
reg, ws, err := build(p, nil, nil)
reg, ws, err := build(p, nil)
if err != nil {
t.Fatal(err)
}
@@ -169,17 +169,3 @@ func TestF1Refs(t *testing.T) {
}
}
}
func TestDiagnosticExamplesExported(t *testing.T) {
if ps := DiagnosticProblems(); len(ps) > 0 {
t.Fatalf("diagnostics examples: %v", ps)
}
reg, err := ExportRegistry(nil, nil)
if err != nil {
t.Fatal(err)
}
e, ok := reg.Get("AES2001")
if !ok || e.Diag == nil || e.Diag.Line == 0 || e.Diag.Severity != "error" || !strings.Contains(e.Diag.Message, "heigth") {
t.Fatalf("AES2001 example was not diagnosed: %+v", e.Diag)
}
}
-70
View File
@@ -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
}
+4 -20
View File
@@ -9,7 +9,6 @@ import (
"aego/app/assembly"
"aego/app/assembly/builtin"
"aego/app/playground"
"aego/engine/docs"
"aego/engine/module"
scriptsystems "aego/modules/scripting/systems"
@@ -21,8 +20,7 @@ import (
"aego/script/workspace"
)
// build assembles the registry; with pg it also compiles the diagnostics examples and the try scripts.
func build(p *project.Project, mods []module.Module, pg *playground.Playground) (*docs.Registry, *workspace.Workspace, error) {
func build(p *project.Project, mods []module.Module) (*docs.Registry, *workspace.Workspace, error) {
types, err := assembly.NewTypes()
if err != nil {
return nil, nil, err
@@ -43,10 +41,6 @@ func build(p *project.Project, mods []module.Module, pg *playground.Playground)
return nil, nil, err
}
src := docs.SourcesOf(bm, types.Schema(), man)
if pg != nil {
src.Diagnose = diagnoser(pg)
src.CompileTry = pg.TryCode
}
var ws *workspace.Workspace
if p != nil {
ws, err = workspace.Open(workspace.Config{Root: p.Root, Module: p.Module, Scripts: p.ScriptsDir(), Bindings: reg.Table(), Docs: bm})
@@ -67,17 +61,7 @@ func build(p *project.Project, mods []module.Module, pg *playground.Playground)
}
func Registry(p *project.Project, mods []module.Module) (*docs.Registry, error) {
r, _, err := build(p, mods, nil)
return r, err
}
// ExportRegistry is Registry with the diagnostics examples compiled for their messages and positions, and the try scripts compiled.
func ExportRegistry(p *project.Project, mods []module.Module) (*docs.Registry, error) {
pg, err := playground.New()
if err != nil {
return nil, err
}
r, _, err := build(p, mods, pg)
r, _, err := build(p, mods)
return r, err
}
@@ -100,9 +84,9 @@ func WriteExport(reg *docs.Registry, title, path string, w io.Writer) error {
return os.WriteFile(path, data, 0o644)
}
func Check(reg *docs.Registry, strict bool, w io.Writer, extra ...docs.Problem) int {
func Check(reg *docs.Registry, strict bool, w io.Writer) int {
errs, warns := 0, 0
for _, p := range append(reg.Check(strict), extra...) {
for _, p := range reg.Check(strict) {
level := "warn "
if p.Error {
level = "error"
+3 -18
View File
@@ -16,7 +16,6 @@ import (
"strings"
"time"
"aego/app/assembly/builtin"
"aego/engine"
"aego/engine/module"
"aego/project"
@@ -41,7 +40,7 @@ func (e *Env) export(path string) error {
}
return e.Native(args...)
}
reg, err := ExportRegistry(e.Project, e.Modules)
reg, err := Registry(e.Project, e.Modules)
if err != nil {
return err
}
@@ -72,13 +71,10 @@ func (e *Env) Check(strict bool) int {
fmt.Fprintln(e.Stderr, "aego:", err)
return 1
}
code := Check(reg, strict, e.Stdout, DiagnosticProblems()...)
code := Check(reg, strict, e.Stdout)
if CheckTry(reg, e.Stdout) > 0 && code == 0 {
code = 1
}
if CheckExamples(reg, e.Stdout) > 0 && code == 0 {
code = 1
}
return code
}
@@ -102,10 +98,7 @@ func (e *Env) git(args ...string) string {
}
func (e *Env) commit() string {
if c := e.git("rev-parse", "--short", "HEAD"); c != "" {
return c
}
return os.Getenv("AEGO_COMMIT")
return e.git("rev-parse", "--short", "HEAD")
}
func (e *Env) branch() string {
@@ -157,14 +150,6 @@ func (e *Env) Build(out string, play bool) error {
if c := e.commit(); c != "" {
args = append(args, "-commit", c)
}
var icons []string
for _, d := range builtin.IconSources() {
icons = append(icons, filepath.Join(e.Engine, filepath.FromSlash(d)))
}
args = append(args, "-icons", strings.Join(icons, ","))
if shots := filepath.Join(e.Engine, "docs", "shots"); fileExists(filepath.Join(shots, "demo.png")) {
args = append(args, "-poster", filepath.Join(shots, "demo.png"), "-shots", shots)
}
if hero := filepath.Join(e.Engine, "docs", "hero.png"); fileExists(hero) {
args = append(args, "-hero", hero)
}
+2 -6
View File
@@ -21,11 +21,7 @@ func Tool(p *project.Project, args []string, stdout, stderr io.Writer, mods ...m
if err := fs.Parse(args[1:]); err != nil {
return 2
}
build := Registry
if args[0] == "export" {
build = ExportRegistry
}
reg, err := build(p, mods)
reg, err := Registry(p, mods)
if err != nil {
fmt.Fprintln(stderr, "aego:", err)
return 1
@@ -38,7 +34,7 @@ func Tool(p *project.Project, args []string, stdout, stderr io.Writer, mods ...m
}
return 0
case "check":
return Check(reg, *strict, stdout, DiagnosticProblems()...)
return Check(reg, *strict, stdout)
}
fmt.Fprintf(stderr, "unknown docs command %q\n", args[0])
return 2
+1 -8
View File
@@ -41,16 +41,9 @@ func CheckTry(reg *docs.Registry, w io.Writer) int {
}
msgs = append(msgs, msg)
}
var code string
var err error
if e.TryScript != "" {
code, err = pg.TryCode(e.TryScript)
}
switch res := pg.PlayScene(e.ID, []byte(e.Try), code, e.TryPrefabs); {
switch res := pg.PlayScene(e.ID, []byte(e.Try)); {
case !sandbox[e.ID]:
add("belongs to a module the docs runtime does not include")
case err != nil:
add("script does not compile: " + err.Error())
case !res.Started:
add("does not load: " + res.Error)
default:
+5 -27
View File
@@ -7,7 +7,6 @@ import (
playmods "aego/app/assembly/playground"
"aego/asset"
"aego/asset/loader"
"aego/contracts/debugdraw"
"aego/core/log"
"aego/core/mathx"
edclip "aego/editor/core/clipboard"
@@ -21,7 +20,6 @@ import (
"aego/engine/base"
"aego/engine/module"
"aego/format/aetext"
"aego/modules/physics"
scriptsystems "aego/modules/scripting/systems"
"aego/platform"
"aego/render"
@@ -43,11 +41,9 @@ const (
maxSprites = 16384
gameShare = 0.6
stackBelow = 640
// inspectorMin keeps field names and values readable in narrow embeds.
inspectorMin = 400
maxLines = 200
defaultW = 960
defaultH = 440
maxLines = 200
defaultW = 960
defaultH = 440
)
var coreBlocks = []string{"window", "defaults"}
@@ -75,14 +71,12 @@ type App struct {
ui *core.Context
clip *docsession.Clipboard
session *docsession.Session
scripts *scriptHost
insp *inspector.Panel
game *gameview.Panel
list *draw.List
log *log.Logger
lines []Line
textOn bool
shown *engine.World
closed bool
}
@@ -144,17 +138,15 @@ func New(opt Options) (*App, error) {
return nil, err
}
a.e.SetService(loader.ServiceID, a.loader)
playmods.UseMemorySaves(a.e)
a.e.SetService(renderhost.ServiceID, a.renderer)
if err := a.man.Init(&module.InitContext{Engine: a.e, Assets: a.loader, Log: a.log, Editor: true, Sections: sections}); err != nil {
a.Close()
return nil, err
}
a.initUI()
a.scripts = &scriptHost{reg: reg, types: a.types, man: a.man, log: a.log}
a.session = docsession.New(docsession.Options{
Engine: a.e, Renderer: a.renderer, Loader: a.loader, Types: a.types, Sections: sections,
Scripts: a.scripts,
Scripts: &scriptHost{reg: reg, types: a.types, man: a.man, log: a.log},
UI: a.ui,
Clipboard: a.clip,
Log: a.log,
@@ -278,7 +270,7 @@ func layout(body mathx.Rect, gap float32) (game, insp mathx.Rect) {
return mathx.Rect{X: body.X, Y: body.Y, W: body.W, H: h},
mathx.Rect{X: body.X, Y: body.Y + h + gap, W: body.W, H: max(0, body.H-h-gap)}
}
w := min(body.W*gameShare, body.W-inspectorMin)
w := body.W * gameShare
return mathx.Rect{X: body.X, Y: body.Y, W: w, H: body.H},
mathx.Rect{X: body.X + w + gap, Y: body.Y, W: max(0, body.W-w-gap), H: body.H}
}
@@ -316,24 +308,10 @@ func (a *App) toolbar(r mathx.Rect) {
}
}
// showPhysics draws collider and joint outlines in the game view, since docs scenes have no art for them.
func (a *App) showPhysics() {
w := a.session.Controller().World()
if w == nil || w == a.shown {
return
}
if d, ok := engine.ServiceOf[debugdraw.Draw](w, debugdraw.ServiceID); ok {
d.Hide(physics.ChannelShapes, false)
d.Hide(physics.ChannelJoints, false)
a.shown = w
}
}
func (a *App) Update(dt float64) {
e := a.e
now := e.Platform().Now()
a.session.Tick(dt)
a.showPhysics()
ui := a.ui
ui.Time = now
m := e.Metrics()
+4 -16
View File
@@ -3,7 +3,6 @@
package docsview
import (
"encoding/json"
"strings"
"testing"
@@ -28,7 +27,7 @@ func tries(t *testing.T) []docs.Entry {
t.Fatal(err)
}
out := p.TryScenes()
if len(out) < 10 {
if len(out) < 4 {
t.Fatalf("only %d try scenes; does the module embed res/docs/try?", len(out))
}
return out
@@ -47,22 +46,11 @@ func errorsOf(a *App) []string {
func TestTryScenesRun(t *testing.T) {
a := newHeadless(t)
p, err := playground.New()
if err != nil {
t.Fatal(err)
}
for _, e := range tries(t) {
var code string
if e.TryScript != "" {
if code, err = p.TryCode(e.TryScript); err != nil {
t.Fatalf("%s: %v", e.ID, err)
}
if err := a.session.Load([]byte(e.Try), e.TrySelect); err != nil {
t.Fatalf("%s: %v", e.ID, err)
}
req, _ := json.Marshal(map[string]any{"scene": e.Try, "select": e.TrySelect, "code": code, "prefabs": e.TryPrefabs})
if r := a.Call("load", req); r.Error != "" {
t.Fatalf("%s: %s", e.ID, r.Error)
}
if err := a.Step(400); err != nil {
if err := a.Step(60); err != nil {
t.Fatalf("%s: %v", e.ID, err)
}
st := a.session.State()
+11 -47
View File
@@ -6,29 +6,22 @@ import (
"encoding/json"
"strconv"
playmods "aego/app/assembly/playground"
"aego/editor/core/docsession"
"aego/scene/sceneio"
)
type request struct {
Scene string `json:"scene"`
Select string `json:"select"`
Code string `json:"code"`
Prefabs map[string]string `json:"prefabs"`
Component string `json:"component"`
Field string `json:"field"`
Value float64 `json:"value"`
Node string `json:"node"`
Scene string `json:"scene"`
Select string `json:"select"`
Component string `json:"component"`
Field string `json:"field"`
Value float64 `json:"value"`
}
type Reply struct {
Text string `json:"text,omitempty"`
Values map[string]string `json:"values,omitempty"`
Error string `json:"error,omitempty"`
State *docsession.State `json:"state,omitempty"`
Log []Line `json:"log,omitempty"`
Pose []float64 `json:"pose,omitempty"`
Text string `json:"text,omitempty"`
Error string `json:"error,omitempty"`
State *docsession.State `json:"state,omitempty"`
Log []Line `json:"log,omitempty"`
}
func (a *App) Call(method string, payload []byte) Reply {
@@ -42,16 +35,7 @@ func (a *App) Call(method string, payload []byte) Reply {
var err error
switch method {
case "load":
mods, derr := playmods.DecodeTry(req.Code)
if err = derr; err == nil {
err = a.scripts.use(mods)
}
if err == nil {
err = playmods.MountTry(a.loader, req.Prefabs)
}
if err == nil {
err = s.Load([]byte(req.Scene), req.Select)
}
err = s.Load([]byte(req.Scene), req.Select)
case "reset":
err = s.Reset()
case "text":
@@ -66,17 +50,6 @@ func (a *App) Call(method string, payload []byte) Reply {
case "state":
st := s.State()
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":
out := Reply{Log: a.lines}
a.lines = nil
@@ -88,16 +61,7 @@ func (a *App) Call(method string, payload []byte) Reply {
return Reply{Error: err.Error()}
}
st := s.State()
return Reply{Text: string(s.Text()), Values: Values(s.Text()), State: &st}
}
// Values flattens a scene file into the field keys the docs scene tree uses.
func Values(text []byte) map[string]string {
nodes, err := sceneio.Outline(text)
if err != nil {
return nil
}
return sceneio.OutlineValues(nodes)
return Reply{Text: string(s.Text()), State: &st}
}
func (a *App) Reply(method, payload string) string {
-9
View File
@@ -22,15 +22,6 @@ type scriptHost struct {
mods []*bytecode.Module
}
// use makes mods the scripts of the next scene and publishes their types, so the scene keeps their fields.
func (h *scriptHost) use(mods []*bytecode.Module) error {
if err := scriptruntime.Publish(h.types.Schema(), mods, h.reg.Surface()); err != nil {
return err
}
h.mods = mods
return nil
}
func (h *scriptHost) Errors() int {
return 0
}
-27
View File
@@ -1,27 +0,0 @@
package edit
import (
"os"
"os/exec"
"runtime"
"strings"
"aego/engine"
"aego/platform"
)
func startBoot(verb string) {
wd, _ := os.Getwd()
exe, _ := os.Executable()
gobin, err := exec.LookPath("go")
if err != nil {
gobin = "not on PATH"
}
_ = platform.StartBoot(platform.DefaultBootPath(),
"aego "+engine.Version+" "+runtime.GOOS+"/"+runtime.GOARCH+" "+verb,
"exe "+exe,
"args "+strings.Join(os.Args[1:], " "),
"cwd "+wd,
"go "+gobin,
)
}
+48 -15
View File
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