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.
164 lines
3.7 KiB
Go
164 lines
3.7 KiB
Go
package langsvc
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import (
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"sort"
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"aego/script/ast"
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"aego/script/checker"
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"aego/script/resolver"
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"aego/script/source"
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"aego/script/types"
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"aego/script/workspace"
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)
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func objToken(o *resolver.Object) TokenKind {
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switch o.Kind {
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case resolver.ObjPkg:
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return TokNamespace
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case resolver.ObjType:
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if o.Type != nil {
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switch o.Type.Kind {
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case types.KEnum:
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return TokEnum
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case types.KStruct:
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return TokStruct
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}
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}
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return TokType
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case resolver.ObjGeneric:
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return TokType
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case resolver.ObjFunc:
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if f, ok := o.Data.(*checker.Func); ok && f.Script != nil {
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if f.Decl != nil && f.Decl.Coroutine {
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return TokCoroutine
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}
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return TokMethod
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}
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return TokFunction
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case resolver.ObjScript:
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return TokScript
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case resolver.ObjParam:
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return TokParameter
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case resolver.ObjField:
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return TokField
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case resolver.ObjConst:
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return TokConstant
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case resolver.ObjBuiltin:
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return TokBuiltin
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case resolver.ObjSignal:
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return TokSignal
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}
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return TokVariable
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}
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func (s *Service) SemanticTokens(file source.FileID) []Token {
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return semanticTokens(s.Latest(), file)
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}
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func semanticTokens(snap *workspace.Snapshot, file source.FileID) []Token {
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if snap == nil {
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return nil
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}
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f := snap.Files[file]
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if f == nil {
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return nil
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}
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a := snap.Analysis
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marked := map[*ast.Ident]TokenKind{}
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ast.Inspect(f, func(n ast.Node) bool {
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switch x := n.(type) {
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case *ast.File:
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if x.Package != nil {
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marked[x.Package] = TokNamespace
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}
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case *ast.Attr:
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marked[x.Name] = TokAttribute
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case *ast.AttrArg:
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if x.Key != nil {
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marked[x.Key] = TokParameter
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}
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case *ast.EnumDecl:
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for _, m := range x.Members {
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marked[m] = TokEnumMember
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}
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case *ast.Element:
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if x.Key != nil {
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marked[x.Key] = TokField
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}
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case *ast.SelectorExpr:
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if sel := a.Selections[x]; sel != nil {
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switch sel.Kind {
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case checker.SelField, checker.SelLane, checker.SelScriptField:
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marked[x.Sel] = TokField
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case checker.SelComponentField:
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marked[x.Sel] = TokProperty
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case checker.SelEnumMember:
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marked[x.Sel] = TokEnumMember
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case checker.SelHostConst:
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marked[x.Sel] = TokConstant
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case checker.SelSignal:
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marked[x.Sel] = TokSignal
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}
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}
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case *ast.CallExpr:
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k := a.Calls[x]
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if k == nil {
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break
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}
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if sel, ok := x.Fun.(*ast.SelectorExpr); ok {
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switch k.Kind {
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case checker.CallHost:
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marked[sel.Sel] = TokFunction
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case checker.CallHostMethod, checker.CallScriptMethod:
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marked[sel.Sel] = TokMethod
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case checker.CallGetComponent, checker.CallHasComponent, checker.CallGetScript,
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checker.CallEmit, checker.CallConnect, checker.CallDisconnect, checker.CallConnected,
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checker.CallCoStop, checker.CallCoRunning:
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marked[sel.Sel] = TokBuiltin
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}
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}
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if k.Kind == checker.CallGetComponent || k.Kind == checker.CallHasComponent || k.Kind == checker.CallGetScript {
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for _, ta := range x.TypeArgs {
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if nt, ok := ta.(*ast.NamedType); ok {
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marked[nt.Name] = TokType
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if k.Kind == checker.CallGetScript {
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marked[nt.Name] = TokScript
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}
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if nt.Pkg != nil {
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marked[nt.Pkg] = TokNamespace
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}
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}
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}
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}
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}
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return true
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})
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var out []Token
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ast.Inspect(f, func(n ast.Node) bool {
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id, ok := n.(*ast.Ident)
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if !ok || id.Sp.End == id.Sp.Start {
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return true
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}
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k, ok := marked[id]
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if !ok {
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if o := object(a, id); o != nil {
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k, ok = objToken(o), true
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}
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}
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if ok {
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out = append(out, Token{Span: id.Sp, Kind: k})
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}
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return true
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})
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sort.Slice(out, func(i, j int) bool { return out[i].Span.Start < out[j].Span.Start })
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n := 0
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for i, t := range out {
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if i > 0 && t.Span.Start == out[n-1].Span.Start {
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continue
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}
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out[n] = t
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n++
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}
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return out[:n]
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}
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