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.
36 lines
1.4 KiB
Go
36 lines
1.4 KiB
Go
package checker
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import (
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"testing"
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"aego/script/diag"
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)
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func TestRemainingCodes(t *testing.T) {
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cases := []struct {
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code string
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src string
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}{
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{diag.NotAType, "package t\nconst X = 1\nfunc f() {\n\tvar y X\n}\n"},
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{diag.InvalidOperation, "package t\nfunc f() bool {\n\treturn !1\n}\n"},
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{diag.NotCallable, "package t\nfunc f() {\n\tx := 1\n\tx()\n}\n"},
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{diag.UnknownField, "package t\nfunc f(v Vec2) float {\n\treturn v.Q\n}\n"},
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{diag.NotConstant, "package t\nfunc g() int {\n\treturn 1\n}\nconst X = g()\n"},
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{diag.Redeclared, "package t\nfunc f() int {\n\tx := 1\n\tx := 2\n\treturn x\n}\n"},
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{diag.ReturnMismatch, "package t\nfunc f() {\n\treturn 1\n}\n"},
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{diag.NotValue, "package t\nfunc f() {\n\tx := int\n}\n"},
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{diag.InvalidComposite, "package t\ntype P struct {\n\tA int\n}\nfunc f() P {\n\treturn P{1, 2}\n}\n"},
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{diag.DuplicateAttr, "package t\nscript S {\n\t@export\n\t@export\n\tvar A int\n}\n"},
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{diag.DuplicateImport, "package t\nimport (\n\t\"aego/log\"\n\t\"aego/log\"\n)\nfunc f() {\n\tlog.Info(\"x\")\n}\n"},
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{diag.SelfImport, "package t\nimport \"game/t\"\n"},
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{diag.DuplicateDecl, "package t\nconst A = 1\nconst A = 2\n"},
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{diag.ImportConflict, "package t\nimport \"aego/log\"\nconst log = 1\n"},
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}
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for _, tc := range cases {
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_, sm, ds := check(t, map[string]string{"game/t": tc.src})
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if codes(ds)[tc.code] == 0 {
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t.Errorf("%s not reported:\n%s", tc.code, dump(sm, ds))
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}
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}
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}
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