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.
78 lines
2.2 KiB
Go
78 lines
2.2 KiB
Go
package sceneio_test
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import (
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"strings"
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"testing"
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"aego/scene"
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"aego/scene/sceneio"
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"aego/scene/scriptcomp"
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"aego/schema"
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)
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const scriptScene = `scene version=1 {
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node "0123456789abcdef0123456789abcdef" name="A" enabled=true layers=1 {
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component "engine.Script" version=1 {
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script "game.OldMover" enabled=false {
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Velocity=321
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Extra=5
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}
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script "other.Missing" enabled=true {
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Kept=true
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}
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}
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}
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}
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`
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func TestScriptAttachmentRoundTrip(t *testing.T) {
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types := scene.NewTypes(schema.NewRegistry())
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if err := scriptcomp.Register(types); err != nil {
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t.Fatal(err)
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}
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if err := sceneio.RegisterUnknown(types); err != nil {
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t.Fatal(err)
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}
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if err := types.Schema().Freeze(); err != nil {
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t.Fatal(err)
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}
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td, err := schema.NewScriptType("game.Mover", []string{"game.OldMover"}, []schema.FieldDescriptor{
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{Name: "Speed", Kind: schema.KindFloat32, Former: []string{"Velocity"}, Flags: schema.FlagSerialize | schema.FlagEditor},
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{Name: "Label", Kind: schema.KindString, Default: schema.String("hi"), HasDefault: true, Flags: schema.FlagSerialize | schema.FlagEditor},
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})
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if err != nil {
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t.Fatal(err)
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}
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if err := types.Schema().SetDynamic([]*schema.TypeDescriptor{td}); err != nil {
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t.Fatal(err)
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}
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s, rep, err := sceneio.Load([]byte(scriptScene), "t.aescene", types, nil, sceneio.LoadOptions{KeepIDs: true})
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if err != nil {
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t.Fatal(err)
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}
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if len(rep.Warnings) == 0 || len(rep.Unknown) == 0 {
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t.Fatal("unknown property and unknown script type were not reported")
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}
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h := s.PreOrder()[1]
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v, err := s.GetProperty(h, td.ID, td.Fields[0].ID)
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if err != nil || v.F != 321 {
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t.Fatalf("Speed through the overlay = %v, %v", v.F, err)
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}
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out := string(sceneio.Save(s))
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for _, want := range []string{
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`script "game.Mover" enabled=false`, `Speed=321`, `Label="hi"`, `Extra=5`,
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`script "other.Missing" enabled=true`, `Kept=true`,
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} {
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if !strings.Contains(out, want) {
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t.Fatalf("saved scene misses %q:\n%s", want, out)
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}
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}
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again, _, err := sceneio.Load([]byte(out), "t2.aescene", types, nil, sceneio.LoadOptions{KeepIDs: true})
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if err != nil {
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t.Fatal(err)
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}
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if string(sceneio.Save(again)) != out {
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t.Fatal("second save is not canonical")
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}
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}
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