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