Files
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

78 lines
1.4 KiB
Go

package parser
import (
"sort"
"strings"
"aego/script/ast"
)
func (p *parser) docBefore(start uint32) string {
i := sort.Search(len(p.comments), func(i int) bool { return p.comments[i].Start >= start }) - 1
var parts []string
next := start
for ; i >= 0; i-- {
c := p.comments[i]
if !c.Line || !p.adjacent(c.End, next) || !p.lineStart(c.Start) {
break
}
parts = append(parts, docText(p.src[c.Start:c.End]))
next = c.Start
}
for l, r := 0, len(parts)-1; l < r; l, r = l+1, r-1 {
parts[l], parts[r] = parts[r], parts[l]
}
return strings.Join(parts, "\n")
}
func (p *parser) adjacent(end, next uint32) bool {
lines := 0
for i := end; i < next && int(i) < len(p.src); i++ {
switch p.src[i] {
case '\n':
lines++
case ' ', '\t', '\r':
default:
return false
}
}
return lines == 1
}
func (p *parser) lineStart(off uint32) bool {
for i := int(off) - 1; i >= 0; i-- {
switch p.src[i] {
case '\n':
return true
case ' ', '\t', '\r':
default:
return false
}
}
return true
}
func docText(b []byte) string {
s := strings.TrimPrefix(string(b), "//")
s = strings.TrimPrefix(s, " ")
return strings.TrimRight(s, " \t\r")
}
func setDoc(d ast.Decl, doc string) {
if doc == "" {
return
}
switch x := d.(type) {
case *ast.ConstDecl:
x.Doc = doc
case *ast.StructDecl:
x.Doc = doc
case *ast.EnumDecl:
x.Doc = doc
case *ast.FuncDecl:
x.Doc = doc
case *ast.ScriptDecl:
x.Doc = doc
}
}