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.
113 lines
2.0 KiB
Go
113 lines
2.0 KiB
Go
package workspace
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import (
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"bytes"
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"regexp"
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"unicode/utf8"
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)
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type GrepOptions struct {
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Regexp bool
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Case bool
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Word bool
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}
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type Match struct {
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Path string
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Line int
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Col int
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Offset int
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Len int
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Text string
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}
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func Pattern(q string, o GrepOptions) (*regexp.Regexp, error) {
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if !o.Regexp {
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q = regexp.QuoteMeta(q)
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}
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if o.Word {
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q = `\b(?:` + q + `)\b`
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}
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if !o.Case {
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q = "(?i)" + q
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}
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return regexp.Compile(q)
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}
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type content struct {
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path string
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src []byte
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}
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func (w *Workspace) contents() []content {
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w.mu.Lock()
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defer w.mu.Unlock()
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out := make([]content, 0, len(w.order))
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for _, e := range w.order {
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switch {
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case e.hasOver:
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out = append(out, content{path: e.path, src: e.over})
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case e.onDisk:
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out = append(out, content{path: e.path, src: e.disk})
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}
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}
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return out
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}
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func (w *Workspace) Source(p string) ([]byte, bool) {
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w.mu.Lock()
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defer w.mu.Unlock()
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e, ok := w.files[w.rel(p)]
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switch {
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case !ok:
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return nil, false
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case e.hasOver:
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return e.over, true
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case e.onDisk:
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return e.disk, true
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}
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return nil, false
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}
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func (w *Workspace) Grep(q string, o GrepOptions, limit int) ([]Match, bool, error) {
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if q == "" {
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return nil, false, nil
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}
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re, err := Pattern(q, o)
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if err != nil {
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return nil, false, err
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}
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files := w.contents()
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var out []Match
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for _, f := range files {
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src := f.src
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for line, start := 1, 0; start <= len(src); line++ {
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end := bytes.IndexByte(src[start:], '\n')
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if end < 0 {
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end = len(src)
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} else {
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end += start
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}
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text := bytes.TrimSuffix(src[start:end], []byte{'\r'})
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for _, m := range re.FindAllIndex(text, -1) {
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if m[1] == m[0] {
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continue
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}
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out = append(out, Match{
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Path: f.path,
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Line: line,
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Col: utf8.RuneCount(text[:m[0]]) + 1,
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Offset: m[0],
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Len: m[1] - m[0],
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Text: string(text),
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})
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if limit > 0 && len(out) >= limit {
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return out, true, nil
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}
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}
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start = end + 1
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}
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}
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return out, false, nil
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}
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