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.
100 lines
2.5 KiB
Plaintext
100 lines
2.5 KiB
Plaintext
File coroutines 1:1
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Ident coroutines 1:9
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Import "aego/log" 3:8
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Script 5:1
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Ident Blinker 5:8
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ScriptVar 6:2
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Attr 6:2
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Ident export 6:3
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Ident Period 6:14
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NamedType 6:21
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Ident float 6:21
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BasicLit FLOAT 0.1 6:29
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ScriptVar 8:2
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Ident on 8:6
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NamedType 8:9
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Ident bool 8:9
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ScriptVar 9:2
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Ident task 9:6
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NamedType 9:11
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Ident Coroutine 9:11
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ScriptVar 10:2
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Ident steps 10:6
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NamedType 10:12
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Ident int 10:12
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Func 12:2
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Ident Ready 12:7
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Block 12:15
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Assign = 13:3
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Ident task 13:3
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Start Blink 13:10
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Ident Blink 13:16
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BasicLit INT 3 13:22
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Func coroutine 16:2
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Ident Blink 16:7
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Param 16:13
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Ident times 16:13
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NamedType 16:19
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Ident int 16:19
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Block 16:34
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For init=true cond=true post=true 17:3
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ShortVar 17:7
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Ident i 17:7
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BasicLit INT 0 17:12
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Binary < 17:15
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Ident i 17:15
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Ident times 17:19
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IncDec ++ 17:26
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Ident i 17:26
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Block 17:30
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Assign = 18:4
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Ident on 18:4
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Unary ! 18:9
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Ident on 18:10
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Yield wait 19:4
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Ident Period 19:15
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Yield frames 21:3
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BasicLit INT 2 21:16
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Yield fixed 22:3
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BasicLit INT 1 22:15
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ShortVar 23:3
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Ident inner 23:3
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Start Step 23:12
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Ident Step 23:18
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Yield await 24:3
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Ident inner 24:9
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ExprStmt 25:3
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Call targs=0 args=1 25:3
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Selector 25:3
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Ident log 25:3
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Ident Info 25:7
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BasicLit STRING "done" 25:12
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Func coroutine 28:2
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Ident Step 28:7
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Block 28:24
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IncDec ++ 29:3
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Ident steps 29:3
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Yield next 30:3
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Func 33:2
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Ident Update 33:7
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Param 33:14
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Ident dt 33:14
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NamedType 33:17
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Ident float 33:17
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Block 33:24
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If 34:3
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Binary && 34:6
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Binary > 34:6
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Ident steps 34:6
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BasicLit INT 10 34:14
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Call targs=0 args=0 34:20
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Selector 34:20
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Ident task 34:20
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Ident Running 34:25
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Block 34:35
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ExprStmt 35:4
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Call targs=0 args=0 35:4
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Selector 35:4
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Ident task 35:4
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Ident Stop 35:9
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