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.
77 lines
1.8 KiB
Go
77 lines
1.8 KiB
Go
package run
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import (
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"aego/asset"
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"aego/core/log"
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"aego/engine"
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"aego/platform"
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"aego/scene"
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"aego/scene/sceneio"
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)
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type sceneApp struct {
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app *App
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unsub func()
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reloads int
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lastKind asset.ArtifactKind
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}
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func (s *sceneApp) Init(*engine.Engine) error {
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s.unsub = s.app.Loader.Subscribe(func(r asset.Reloaded) {
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s.reloads++
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s.lastKind = r.Kind
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switch {
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case r.Kind == asset.ArtScene && r.ID == s.app.sceneID:
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s.app.reloadScene()
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case r.Kind == asset.ArtScript:
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s.app.hotReload()
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}
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})
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return nil
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}
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func (s *sceneApp) Event(platform.Event) {}
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func (s *sceneApp) FixedUpdate(float64) {}
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func (s *sceneApp) Update(float64) {}
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func (s *sceneApp) Render(float64) {}
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func (s *sceneApp) Shutdown() {
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if s.unsub != nil {
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s.unsub()
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s.unsub = nil
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}
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}
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func (s *sceneApp) Reloads() int {
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return s.reloads
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}
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func (a *App) reloadScene() {
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src, ok := a.Loader.Scene(a.sceneID)
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if !ok {
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a.log.Error("scene artifact disappeared", log.F("asset", a.sceneID.String()))
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return
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}
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next, report, err := sceneio.Load(src, "main.aescene", a.Types, a.Loader, sceneio.LoadOptions{KeepIDs: true})
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if err != nil {
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a.log.Error("scene reload failed, keeping the current scene", log.F("err", err.Error()))
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return
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}
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for _, w := range report.Warnings {
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a.log.Warn("scene warning", log.F("path", w.Path), log.F("line", w.Pos.Line), log.F("msg", w.Msg))
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}
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a.Scene = next
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a.Runner.Bind(next, a.Renderer, a.Loader)
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a.Engine.SetService(scene.ServiceID, next)
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if err := a.Scripts.Instantiate(next); err != nil {
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a.log.Error("scripts could not start on the reloaded scene", log.F("err", err.Error()))
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}
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if err := a.attach(); err != nil {
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a.log.Error("modules could not attach to the reloaded scene", log.F("err", err.Error()))
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}
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a.log.Info("scene reloaded")
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}
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