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.
30 lines
1.1 KiB
Go
30 lines
1.1 KiB
Go
package stdlib
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import "aego/script/bind"
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func installLog(r *bind.Registry) {
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m := r.Module(ModLog)
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bind.Proc1(m, "Debug", func(c *bind.Ctx, s string) {
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if c.Log != nil {
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c.Log.Debug(s)
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}
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}, bind.Doc("Debug writes a message to the Console. Debug messages are hidden unless the editor runs with -debug."),
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bind.Params("msg"), bind.Example("log.Debug(\"state \" + string(int(state)))"))
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bind.Proc1(m, "Info", func(c *bind.Ctx, s string) {
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if c.Log != nil {
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c.Log.Info(s)
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}
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}, bind.Doc("Info writes a message to the Console."), bind.Params("msg"), bind.Example("log.Info(\"ready \" + node.Name())"))
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bind.Proc1(m, "Warn", func(c *bind.Ctx, s string) {
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if c.Log != nil {
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c.Log.Warn(s)
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}
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}, bind.Doc("Warn writes a warning to the Console."), bind.Params("msg"), bind.Example("log.Warn(\"Target is not set\")"))
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bind.Proc1(m, "Error", func(c *bind.Ctx, s string) {
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if c.Log != nil {
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c.Log.Error(s)
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}
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}, bind.Doc("Error writes an error to the Console. It does not stop the script; use it for problems you can recover from."),
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bind.Params("msg"), bind.Example("log.Error(\"spawn point missing\")"))
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}
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