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.
138 lines
3.4 KiB
Plaintext
138 lines
3.4 KiB
Plaintext
File signals 1:1
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Ident signals 1:9
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Script 3:1
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Ident Source 3:8
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Signal 4:2
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Ident Died 4:9
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Param 4:14
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Ident reason 4:14
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NamedType 4:21
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Ident string 4:21
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Signal 5:2
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Ident Scored 5:9
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Param 5:16
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Ident points 5:16
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NamedType 5:23
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Ident int 5:23
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ScriptVar 7:2
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Ident own 7:6
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NamedType 7:10
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Ident int 7:10
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Func 9:2
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Ident Ready 9:7
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Block 9:15
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ExprStmt 10:3
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Call targs=0 args=1 10:3
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Selector 10:3
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Ident Scored 10:3
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Ident Connect 10:10
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Ident OnScore 10:18
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Func 13:2
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Ident Kill 13:7
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Block 13:14
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ExprStmt 14:3
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Call targs=0 args=1 14:3
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Selector 14:3
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Ident Died 14:3
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Ident Emit 14:8
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BasicLit STRING "fall" 14:13
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ExprStmt 15:3
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Call targs=0 args=1 15:3
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Selector 15:3
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Ident Scored 15:3
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Ident Emit 15:10
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BasicLit INT 10 15:15
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Func 18:2
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Ident OnScore 18:7
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Param 18:15
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Ident points 18:15
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NamedType 18:22
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Ident int 18:22
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Block 18:27
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Assign += 19:3
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Ident own 19:3
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Ident points 19:10
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Script 23:1
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Ident Listener 23:8
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ScriptVar 24:2
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Attr 24:2
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Ident export 24:3
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Ident Target 24:14
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NamedType 24:21
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Ident NodeRef 24:21
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ScriptVar 26:2
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Ident conn 26:6
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NamedType 26:11
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Ident Connection 26:11
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ScriptVar 27:2
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Ident total 27:6
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NamedType 27:12
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Ident int 27:12
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Func 29:2
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Ident Ready 29:7
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Block 29:15
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If 30:3
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Binary == 30:6
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Ident Target 30:6
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BasicLit nil nil 30:16
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Block 30:20
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Return 31:4
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ShortVar 33:3
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Ident src 33:3
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Call targs=1 args=0 33:10
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Selector 33:10
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Ident Target 33:10
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Ident GetScript 33:17
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NamedType 33:27
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Ident Source 33:27
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If 34:3
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Binary != 34:6
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Ident src 34:6
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BasicLit nil nil 34:13
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Block 34:17
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Assign = 35:4
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Ident conn 35:4
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Call targs=0 args=1 35:11
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Selector 35:11
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Selector 35:11
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Ident src 35:11
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Ident Died 35:15
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Ident Connect 35:20
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Ident OnDied 35:28
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ExprStmt 36:4
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Call targs=0 args=1 36:4
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Selector 36:4
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Selector 36:4
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Ident src 36:4
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Ident Scored 36:8
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Ident Connect 36:15
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Ident OnScored 36:23
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Func 40:2
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Ident OnDied 40:7
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Param 40:14
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Ident reason 40:14
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NamedType 40:21
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Ident string 40:21
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Block 40:29
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If 41:3
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Call targs=0 args=0 41:6
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Selector 41:6
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Ident conn 41:6
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Ident Connected 41:11
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Block 41:23
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ExprStmt 42:4
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Call targs=0 args=0 42:4
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Selector 42:4
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Ident conn 42:4
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Ident Disconnect 42:9
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Func 46:2
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Ident OnScored 46:7
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Param 46:16
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Ident points 46:16
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NamedType 46:23
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Ident int 46:23
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Block 46:28
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Assign += 47:3
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Ident total 47:3
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Ident points 47:12
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