Files
aego/script/langsvc/find.go
T
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

148 lines
3.1 KiB
Go

package langsvc
import (
"aego/script/ast"
"aego/script/checker"
"aego/script/resolver"
"aego/script/source"
"aego/script/types"
"aego/script/workspace"
)
func contains(sp source.Span, off uint32) bool {
return sp.Start <= off && off <= sp.End
}
func pathTo(n ast.Node, off uint32, stack []ast.Node, fn func(ast.Node, []ast.Node)) {
if n == nil || !contains(n.Span(), off) {
return
}
fn(n, stack)
stack = append(stack, n)
for _, c := range ast.Children(n) {
pathTo(c, off, stack, fn)
}
}
func identAt(f *ast.File, off uint32) (*ast.Ident, []ast.Node) {
var best *ast.Ident
var bestStack []ast.Node
score := 0
pathTo(f, off, nil, func(n ast.Node, stack []ast.Node) {
id, ok := n.(*ast.Ident)
if !ok || id.Name == "_" || id.Sp.End == id.Sp.Start {
return
}
s := 1
if off < id.Sp.End {
s = 2
}
if s > score {
best, score = id, s
bestStack = append([]ast.Node(nil), stack...)
}
})
return best, bestStack
}
func object(a *checker.Analysis, id *ast.Ident) *resolver.Object {
if o := a.Uses[id]; o != nil {
return o
}
return a.Defs[id]
}
func selectorWith(stack []ast.Node, id *ast.Ident) *ast.SelectorExpr {
if n := len(stack); n > 0 {
if sel, ok := stack[n-1].(*ast.SelectorExpr); ok && sel.Sel == id {
return sel
}
}
return nil
}
func callOf(stack []ast.Node, sel *ast.SelectorExpr) *ast.CallExpr {
if n := len(stack); n > 1 {
if call, ok := stack[n-2].(*ast.CallExpr); ok && call.Fun == ast.Expr(sel) {
return call
}
}
return nil
}
func componentArg(a *checker.Analysis, id *ast.Ident, stack []ast.Node) *checker.Call {
n := len(stack)
if n < 2 {
return nil
}
nt, ok := stack[n-1].(*ast.NamedType)
if !ok || nt.Name != id {
return nil
}
call, ok := stack[n-2].(*ast.CallExpr)
if !ok {
return nil
}
k := a.Calls[call]
if k == nil || (k.Kind != checker.CallGetComponent && k.Kind != checker.CallHasComponent) {
return nil
}
return k
}
func loc(snap *workspace.Snapshot, sp source.Span) Location {
return Location{File: sp.File, Path: snap.Sources.Path(sp.File), Span: sp}
}
func structDecls(a *checker.Analysis, fn func(t *types.Type, d *ast.StructDecl) bool) {
for _, p := range a.Order {
cp := a.Packages[p]
if cp == nil || cp.Res == nil {
continue
}
for _, o := range cp.Res.Scope.Objects() {
d, ok := o.Decl.(*ast.StructDecl)
if ok && o.Type != nil && !fn(o.Type, d) {
return
}
}
}
}
func fieldDecl(a *checker.Analysis, f *types.Field) *ast.Field {
var out *ast.Field
structDecls(a, func(t *types.Type, d *ast.StructDecl) bool {
for _, tf := range t.Fields {
if tf != f {
continue
}
for _, df := range d.Fields {
if df.Name.Name == f.Name {
out = df
return false
}
}
}
return true
})
return out
}
func structField(a *checker.Analysis, o *resolver.Object) *types.Field {
fd, ok := o.Decl.(*ast.Field)
if o.Kind != resolver.ObjField || !ok {
return nil
}
var out *types.Field
structDecls(a, func(t *types.Type, d *ast.StructDecl) bool {
for _, df := range d.Fields {
if df == fd {
out = t.Field(o.Name)
return false
}
}
return true
})
return out
}