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

182 lines
3.3 KiB
Go

package reload_test
import (
"path/filepath"
"strings"
"testing"
"aego/engine"
"aego/scene"
"aego/scene/scriptcomp"
"aego/script/bind/manifest"
"aego/script/reload"
"aego/script/runtime"
"aego/script/workspace"
)
const hubV1 = `package demo
script Hub {
signal A()
signal B(n int)
var hits int
var task Coroutine
func Ready() {
B.Connect(OnB)
task = start Loop()
}
func Update(dt float) {
B.Emit(1)
}
func OnB(n int) {
hits += n
}
func Loop() coroutine {
for {
yield
}
}
}
`
const hubV2 = `package demo
script Hub {
signal B(n int)
signal A()
var hits int
var task Coroutine
func Ready() {
B.Connect(OnB)
task = start Loop()
}
func Update(dt float) {
B.Emit(1)
}
func OnB(n int) {
hits += n * 10
}
func Loop() coroutine {
for {
yield
}
}
func Reloaded() {
task = start Loop()
}
}
`
const otherSrc = `package other
script Other {
var ticks int
func Ready() {
start Loop()
}
func Loop() coroutine {
for {
ticks++
yield
}
}
}
`
func TestReloadCancelsAndRebinds(t *testing.T) {
root := t.TempDir()
hubFile := filepath.Join(root, "scripts", "demo", "demo.aes")
write(t, hubFile, hubV1)
write(t, filepath.Join(root, "scripts", "other", "other.aes"), otherSrc)
types, reg, err := prepare()
if err != nil {
t.Fatal(err)
}
m, err := manifest.FromRegistry(reg, types.Schema())
if err != nil {
t.Fatal(err)
}
tab, err := m.Table()
if err != nil {
t.Fatal(err)
}
ws, err := workspace.Open(workspace.Config{Root: root, Module: "game", Bindings: tab})
if err != nil {
t.Fatal(err)
}
p1 := build(t, ws)
rt := runtime.New(runtime.Options{Bindings: reg, Schema: types.Schema()})
if err := rt.Link(p1.Ordered()); err != nil {
t.Fatal(err)
}
s := scene.New(types, nil, scene.Options{})
add := func(name, typ string) scene.NodeHandle {
h := s.Create(s.Root(), name)
sc := scene.Add[scriptcomp.ScriptComponent](s, h)
sc.Attachments = append(sc.Attachments, scriptcomp.Attachment{TypeName: typ, Enabled: true})
return h
}
hub := add("Hub", "game.demo.Hub")
other := add("Other", "game.other.Other")
s.Flush()
if err := rt.Instantiate(s); err != nil {
t.Fatal(err)
}
ctx := &engine.Context{Dt: 1.0 / 60}
frame := func() {
ctx.Frame++
rt.Update(ctx)
rt.Coroutines(ctx)
}
for i := 0; i < 3; i++ {
frame()
}
hid, _ := rt.InstanceOf(hub, "game.demo.Hub")
oid, _ := rt.InstanceOf(other, "game.other.Other")
if got := field(t, rt, hid, "hits").Int(); got != 3 {
t.Fatalf("hits before reload %d", got)
}
ticks := field(t, rt, oid, "ticks").Int()
write(t, hubFile, hubV2)
ws.Changed([]string{hubFile})
p2 := build(t, ws)
plan, err := reload.Build(p1, p2)
if err != nil {
t.Fatal(err)
}
rep, err := reload.Apply(rt, types.Schema(), plan)
if err != nil {
t.Fatal(err)
}
if rep.Canceled != 1 || rep.Disconnected != 0 {
t.Fatalf("report %s", rep)
}
if !strings.Contains(rep.String(), "1 coroutines canceled, 0 handlers disconnected") {
t.Fatalf("console line %q", rep.String())
}
if live := rt.CoStats().Live; live != 2 {
t.Fatalf("live coroutines after reload %d", live)
}
frame()
if got := field(t, rt, hid, "hits").Int(); got != 13 {
t.Fatalf("rebound handler did not run the new code: hits %d", got)
}
if got := field(t, rt, oid, "ticks").Int(); got <= ticks {
t.Fatal("coroutine of an unchanged script stopped")
}
}