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

30 lines
1.1 KiB
Go

package stdlib
import "aego/script/bind"
func installLog(r *bind.Registry) {
m := r.Module(ModLog)
bind.Proc1(m, "Debug", func(c *bind.Ctx, s string) {
if c.Log != nil {
c.Log.Debug(s)
}
}, bind.Doc("Debug writes a message to the Console. Debug messages are hidden unless the editor runs with -debug."),
bind.Params("msg"), bind.Example("log.Debug(\"state \" + string(int(state)))"))
bind.Proc1(m, "Info", func(c *bind.Ctx, s string) {
if c.Log != nil {
c.Log.Info(s)
}
}, bind.Doc("Info writes a message to the Console."), bind.Params("msg"), bind.Example("log.Info(\"ready \" + node.Name())"))
bind.Proc1(m, "Warn", func(c *bind.Ctx, s string) {
if c.Log != nil {
c.Log.Warn(s)
}
}, bind.Doc("Warn writes a warning to the Console."), bind.Params("msg"), bind.Example("log.Warn(\"Target is not set\")"))
bind.Proc1(m, "Error", func(c *bind.Ctx, s string) {
if c.Log != nil {
c.Log.Error(s)
}
}, bind.Doc("Error writes an error to the Console. It does not stop the script; use it for problems you can recover from."),
bind.Params("msg"), bind.Example("log.Error(\"spawn point missing\")"))
}