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.
92 lines
1.5 KiB
Go
92 lines
1.5 KiB
Go
package vm
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import "time"
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type Roots interface {
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MarkRoots(mk *Marker)
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}
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type Marker struct {
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h *Heap
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work []uint32
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}
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func (mk *Marker) Mark(v Value) {
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o := mk.h.get(v.A)
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if o == nil || o.mark {
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return
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}
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o.mark = true
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if !o.str && o.mask != 0 {
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mk.work = append(mk.work, uint32(v.A>>32))
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}
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}
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func (mk *Marker) MarkSlots(vals []Value, slots []uint16) {
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for _, s := range slots {
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if int(s) < len(vals) {
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mk.Mark(vals[s])
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}
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}
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}
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func (m *Machine) Collect(r Roots) bool {
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if len(m.frames) != 0 {
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return false
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}
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start := time.Now()
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h := &m.heap
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mk := &m.marker
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mk.h = h
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if r != nil {
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r.MarkRoots(mk)
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}
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for i := range m.cos {
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c := &m.cos[i]
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if !c.live || c.state != CoSuspended {
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continue
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}
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for _, v := range c.regs {
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mk.Mark(v)
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}
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}
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for len(mk.work) > 0 {
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idx := mk.work[len(mk.work)-1]
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mk.work = mk.work[:len(mk.work)-1]
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o := &h.objs[idx]
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w := o.width
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for base := 0; base+w <= len(o.elems); base += w {
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for s := 0; s < w; s++ {
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if o.mask&(1<<uint(s)) != 0 {
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mk.Mark(o.elems[base+s])
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}
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}
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}
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}
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for i := range h.objs {
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o := &h.objs[i]
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if !o.live {
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continue
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}
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if o.mark {
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o.mark = false
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continue
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}
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h.bytes -= o.size
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o.live, o.s, o.elems, o.size = false, "", nil, 0
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h.free = append(h.free, uint32(i))
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h.live--
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}
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h.since = 0
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m.stats.GCRuns++
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m.stats.GCTime += time.Since(start)
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return true
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}
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func (m *Machine) MaybeCollect(r Roots) bool {
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if m.heap.since < m.opt.GCThreshold {
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return false
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}
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return m.Collect(r)
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}
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