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.
69 lines
2.5 KiB
Go
69 lines
2.5 KiB
Go
package verify_test
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import (
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"testing"
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"aego/script/abi"
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bc "aego/script/bytecode"
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"aego/script/verify"
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)
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func asyncModule() *bc.Module {
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m := valid()
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m.Scripts[0].Signals = []bc.SignalDef{{Name: "Hit", Params: []abi.TypeRef{abi.T(abi.Int)}, Slots: 1}}
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m.ScriptRefs = []string{"v.S"}
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m.XFields = []bc.XFieldDef{{Ref: 0, Name: "A", Type: "int", Slots: 1}}
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m.XMethods = []bc.XMethodDef{{Ref: 0, Name: "Poke"}}
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m.Connects = []bc.ConnectDef{{Source: "v.S", Signal: "Hit", Target: "v.S", Handler: "Poke"}}
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m.Functions = append(m.Functions, bc.Function{
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Name: "S.Blink", Registers: 1, Script: 0, Coroutine: true,
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Code: []bc.Instr{bc.ABC(bc.YIELD, 0, 0, 0), bc.ABC(bc.RET, 0, 0, 0)},
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})
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return m
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}
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func TestAsyncModuleValid(t *testing.T) {
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if ds := verify.Module(asyncModule()); len(ds) != 0 {
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t.Fatalf("%v", ds)
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}
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}
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func TestAsyncCorrupt(t *testing.T) {
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cases := map[string]func(m *bc.Module){
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"startPlain": func(m *bc.Module) { m.Functions[1].Code[2] = bc.ABx(bc.START, 1, 0) },
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"callCoroutine": func(m *bc.Module) { m.Functions[1].Code[2] = bc.ABx(bc.CALL, 1, 2) },
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"yieldOutside": func(m *bc.Module) { m.Functions[0].Code[0] = bc.ABC(bc.YIELD, 0, 0, 0) },
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"yieldKind": func(m *bc.Module) { m.Functions[2].Code[0] = bc.ABC(bc.YIELD, 0, 0, 9) },
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"scriptRefIdx": func(m *bc.Module) { m.Functions[1].Code[0] = bc.ABx(bc.GETSCRIPT, 1, 4) },
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"xfieldRef": func(m *bc.Module) { m.XFields[0].Ref = 5 },
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"xfieldIdx": func(m *bc.Module) { m.Functions[1].Code[0] = bc.ABC(bc.GETXF, 1, 1, 7) },
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"xmethodRef": func(m *bc.Module) { m.XMethods[0].Ref = 5 },
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"xmethodIdx": func(m *bc.Module) { m.Functions[1].Code[0] = bc.ABx(bc.CALLR, 1, 7) },
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"connectIdx": func(m *bc.Module) { m.Functions[1].Code[0] = bc.ABx(bc.CONNECT, 0, 3) },
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"emitIdx": func(m *bc.Module) { m.Functions[1].Code[0] = bc.ABx(bc.EMIT, 1, 7) },
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"signalVoid": func(m *bc.Module) { m.Scripts[0].Signals[0].Params[0] = abi.T(abi.Void) },
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"emptyConnect": func(m *bc.Module) { m.Connects[0].Handler = "" },
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"selfrefOut": func(m *bc.Module) { m.Functions[0].Code[0] = bc.ABC(bc.SELFREF, 0, 0, 0) },
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}
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for name, corrupt := range cases {
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t.Run(name, func(t *testing.T) {
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m := asyncModule()
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corrupt(m)
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if ds := verify.Module(m); len(ds) == 0 {
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t.Fatal("corruption was not detected")
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}
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})
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}
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}
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func FuzzDecodeVerifyV3(f *testing.F) {
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f.Add(bc.Encode(asyncModule()))
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f.Fuzz(func(t *testing.T, data []byte) {
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m, err := bc.Decode(data)
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if err != nil {
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return
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}
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verify.Module(m)
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})
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}
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