Files
aego/app/run/app.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

77 lines
1.8 KiB
Go

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