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

52 lines
1.9 KiB
Go

package stdlib
import (
"aego/core/mathx"
"aego/script/bind"
)
func message(msg, def string) string {
if msg == "" {
return def
}
return msg
}
func installTesting(r *bind.Registry) {
m := r.Module(ModTesting)
bind.Proc2(m, "True", func(c *bind.Ctx, v bool, msg string) {
if !v {
c.Fail(message(msg, "expected true"))
}
}, bind.Doc("True fails the test with msg when v is false."), bind.Params("v", "msg"),
bind.Example("testing.True(hp > 0, \"player should be alive\")"))
bind.Proc2(m, "False", func(c *bind.Ctx, v bool, msg string) {
if v {
c.Fail(message(msg, "expected false"))
}
}, bind.Doc("False fails the test with msg when v is true."), bind.Params("v", "msg"),
bind.Example("testing.False(dead, \"player should be alive\")"))
bind.Proc2(m, "Equal", func(c *bind.Ctx, got, want int64) {
if got != want {
c.Failf("got %d, want %d", got, want)
}
}, bind.Doc("Equal fails the test when two ints differ."), bind.Params("got", "want"),
bind.Example("testing.Equal(score(), 100)"))
bind.Proc3(m, "EqualFloat", func(c *bind.Ctx, got, want, eps float32) {
if got != got || mathx.Abs(got-want) > eps {
c.Failf("got %g, want %g ± %g", got, want, eps)
}
}, bind.Doc("EqualFloat fails the test when got is further than eps from want, or is NaN."), bind.Params("got", "want", "eps"),
bind.Example("testing.EqualFloat(math.Sqrt(2), 1.4142, 0.001)"))
bind.Proc2(m, "EqualString", func(c *bind.Ctx, got, want string) {
if got != want {
c.Failf("got %q, want %q", got, want)
}
}, bind.Doc("EqualString fails the test when two strings differ."), bind.Params("got", "want"),
bind.Example("testing.EqualString(name(), \"Player\")"))
bind.Proc1(m, "Fail", func(c *bind.Ctx, msg string) {
c.Fail(message(msg, "failed"))
}, bind.Doc("Fail stops the test and reports msg."), bind.Params("msg"),
bind.Example("testing.Fail(\"unreachable\")"))
}