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.
75 lines
1.7 KiB
Plaintext
75 lines
1.7 KiB
Plaintext
File scriptref 1:1
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Ident scriptref 1:9
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Script 3:1
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Ident Enemy 3:8
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ScriptVar 4:2
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Ident Hp 4:6
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NamedType 4:9
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Ident int 4:9
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BasicLit INT 3 4:15
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Func 6:2
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Ident Hit 6:7
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Param 6:11
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Ident n 6:11
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NamedType 6:13
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Ident int 6:13
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NamedType 6:18
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Ident int 6:18
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Block 6:22
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Assign -= 7:3
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Ident Hp 7:3
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Ident n 7:9
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Return 8:3
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Ident Hp 8:10
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Script 12:1
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Ident Hunter 12:8
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ScriptVar 13:2
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Attr 13:2
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Ident export 13:3
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Ident Prey 13:14
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NamedType 13:19
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Ident NodeRef 13:19
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ScriptVar 15:2
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Ident last 15:6
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NamedType 15:11
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Ident int 15:11
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Func 17:2
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Ident Update 17:7
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Param 17:14
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Ident dt 17:14
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NamedType 17:17
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Ident float 17:17
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Block 17:24
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If 18:3
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Binary == 18:6
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Ident Prey 18:6
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BasicLit nil nil 18:14
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Block 18:18
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Return 19:4
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ShortVar 21:3
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Ident e 21:3
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Call targs=1 args=0 21:8
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Selector 21:8
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Ident Prey 21:8
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Ident GetScript 21:13
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NamedType 21:23
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Ident Enemy 21:23
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If 22:3
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Binary == 22:6
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Ident e 22:6
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BasicLit nil nil 22:11
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Block 22:15
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Return 23:4
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Assign = 25:3
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Ident last 25:3
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Call targs=0 args=1 25:10
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Selector 25:10
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Ident e 25:10
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Ident Hit 25:12
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BasicLit INT 1 25:16
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Assign += 26:3
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Selector 26:3
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Ident e 26:3
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Ident Hp 26:5
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BasicLit INT 0 26:11
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