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.
46 lines
969 B
Go
46 lines
969 B
Go
package run
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import (
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"aego/core/log"
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"aego/script/reload"
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)
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func (a *App) program() reload.Program {
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g := a.Workspace.Committed()
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return reload.NewProgram(g.ID, g.Modules, g.Hashes)
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}
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func (a *App) linkScripts() error {
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a.prog = a.program()
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a.target = a.prog.ID
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return a.Scripts.Link(a.prog.Ordered())
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}
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func (a *App) hotReload() {
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next := a.program()
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if next.ID == a.prog.ID || next.ID == a.target {
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return
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}
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plan, err := reload.Build(a.prog, next)
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if err != nil {
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a.log.Error("hot reload plan failed", log.F("err", err.Error()))
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return
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}
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a.target = next.ID
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for _, d := range plan.Diags {
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a.log.Warn(d.Message)
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}
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rt := a.Scripts
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rt.Defer(func() {
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rep, err := reload.Apply(rt, a.Types.Schema(), plan)
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if err != nil {
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a.target = a.prog.ID
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a.log.Error("hot reload failed, keeping the running generation",
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log.F("generation", a.prog.ID), log.F("err", err.Error()))
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return
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}
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a.prog = next
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a.log.Info(rep.String())
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})
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}
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