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.
151 lines
3.0 KiB
Go
151 lines
3.0 KiB
Go
package ast
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import (
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"io"
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"strconv"
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"strings"
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"aego/script/source"
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)
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func Label(n Node) string {
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switch x := n.(type) {
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case *File:
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if x.Package != nil {
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return "File " + x.Package.Name
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}
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return "File"
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case *Import:
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return "Import " + strconv.Quote(x.Path)
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case *Attr:
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return "Attr"
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case *AttrArg:
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return "AttrArg"
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case *Ident:
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return "Ident " + x.Name
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case *BasicLit:
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return "BasicLit " + x.Kind.String() + " " + x.Raw
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case *CompositeLit:
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return "CompositeLit"
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case *Element:
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return "Element"
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case *ParenExpr:
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return "Paren"
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case *SelectorExpr:
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return "Selector"
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case *IndexExpr:
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return "Index"
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case *CallExpr:
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return "Call targs=" + strconv.Itoa(len(x.TypeArgs)) + " args=" + strconv.Itoa(len(x.Args))
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case *UnaryExpr:
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return "Unary " + x.Op.String()
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case *BinaryExpr:
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return "Binary " + x.Op.String()
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case *BadExpr:
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return "BadExpr"
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case *NamedType:
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return "NamedType"
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case *SliceType:
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return "SliceType"
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case *BadType:
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return "BadType"
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case *VarStmt:
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return "Var"
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case *ShortVarStmt:
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return "ShortVar"
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case *AssignStmt:
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return "Assign " + x.Op.String()
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case *IncDecStmt:
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if x.Inc {
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return "IncDec ++"
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}
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return "IncDec --"
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case *ExprStmt:
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return "ExprStmt"
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case *ReturnStmt:
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return "Return"
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case *BranchStmt:
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return "Branch " + x.Tok.String()
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case *BlockStmt:
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return "Block"
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case *IfStmt:
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if x.Else != nil {
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return "If else"
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}
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return "If"
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case *ForStmt:
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return "For init=" + strconv.FormatBool(x.Init != nil) + " cond=" + strconv.FormatBool(x.Cond != nil) + " post=" + strconv.FormatBool(x.Post != nil)
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case *SwitchStmt:
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return "Switch"
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case *CaseClause:
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if x.Default {
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return "Default"
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}
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return "Case"
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case *BadStmt:
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return "BadStmt"
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case *ConstDecl:
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return "Const"
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case *StructDecl:
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return "Struct"
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case *Field:
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return "Field"
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case *EnumDecl:
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return "Enum"
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case *FuncDecl:
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if x.Coroutine {
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return "Func coroutine"
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}
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return "Func"
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case *SignalDecl:
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return "Signal"
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case *StartExpr:
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if x.Name != nil {
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return "Start " + x.Name.Name
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}
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return "Start"
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case *YieldStmt:
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return "Yield " + x.Kind.String()
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case *Param:
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return "Param"
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case *ScriptDecl:
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return "Script"
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case *ScriptVar:
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return "ScriptVar"
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case *BadDecl:
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return "BadDecl"
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}
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return "?"
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}
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func Fprint(w io.Writer, sm *source.Manager, n Node) error {
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var b strings.Builder
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write(&b, sm, n, 0)
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_, err := io.WriteString(w, b.String())
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return err
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}
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func Sprint(sm *source.Manager, n Node) string {
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var b strings.Builder
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write(&b, sm, n, 0)
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return b.String()
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}
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func write(b *strings.Builder, sm *source.Manager, n Node, depth int) {
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for i := 0; i < depth; i++ {
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b.WriteString(" ")
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}
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b.WriteString(Label(n))
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if sp := n.Span(); sm != nil && sp.Valid() {
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line, col := sm.LineCol(sp.File, sp.Start)
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b.WriteByte(' ')
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b.WriteString(strconv.Itoa(line))
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b.WriteByte(':')
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b.WriteString(strconv.Itoa(col))
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}
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b.WriteByte('\n')
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for _, c := range Children(n) {
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write(b, sm, c, depth+1)
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}
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}
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