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.
350 lines
4.9 KiB
Go
350 lines
4.9 KiB
Go
// Package ast defines the Aego Script syntax tree.
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//
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// Some invariants the tree cannot express in its types but that the parser
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// guarantees and the checker may rely on:
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//
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// - The literals true, false and nil are *BasicLit with Kind token.True,
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// token.False or token.Nil — never *Ident.
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// - AttrArg.Value is only a *BasicLit or a *UnaryExpr{Op: token.Sub, X:
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// *BasicLit}; the parser rejects anything else (so @export(min=-1) parses
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// and @export(min=f()) never reaches the checker), which folds the minus.
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// - CompositeLit.Elems are either all keyed or all unkeyed; mixing the two is
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// a parser error.
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// - ForStmt.Init and ForStmt.Post are only *ShortVarStmt, *AssignStmt,
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// *IncDecStmt or *ExprStmt.
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package ast
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import (
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"aego/script/source"
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"aego/script/token"
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)
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type Loc struct {
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Sp source.Span
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}
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func (l *Loc) Span() source.Span {
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return l.Sp
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}
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type Node interface {
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Span() source.Span
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}
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type Expr interface {
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Node
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exprNode()
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}
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type Stmt interface {
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Node
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stmtNode()
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}
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type Decl interface {
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Node
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declNode()
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}
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type TypeExpr interface {
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Node
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typeNode()
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}
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type File struct {
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Loc
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ID source.FileID
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Package *Ident
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Imports []*Import
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Decls []Decl
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}
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type Import struct {
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Loc
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Path string
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}
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type Attr struct {
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Loc
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Name *Ident
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Args []*AttrArg
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}
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func (a *Attr) Arg(key string) (*AttrArg, bool) {
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for _, arg := range a.Args {
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if arg.Key != nil && arg.Key.Name == key {
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return arg, true
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}
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}
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return nil, false
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}
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type AttrArg struct {
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Loc
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Key *Ident
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Value Expr
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}
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type Ident struct {
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Loc
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Name string
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}
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type BasicLit struct {
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Loc
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Kind token.Kind
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Raw string
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Str string
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}
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type Element struct {
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Loc
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Key *Ident
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Value Expr
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}
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type CompositeLit struct {
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Loc
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Type TypeExpr
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Elems []*Element
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}
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type ParenExpr struct {
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Loc
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X Expr
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}
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type SelectorExpr struct {
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Loc
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X Expr
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Sel *Ident
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}
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type IndexExpr struct {
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Loc
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X Expr
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Index Expr
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}
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type CallExpr struct {
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Loc
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Fun Expr
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TypeArgs []TypeExpr
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Args []Expr
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}
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type UnaryExpr struct {
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Loc
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Op token.Kind
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X Expr
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}
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type BinaryExpr struct {
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Loc
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Op token.Kind
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X Expr
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Y Expr
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}
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type BadExpr struct {
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Loc
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}
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func (*Ident) exprNode() {}
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func (*BasicLit) exprNode() {}
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func (*CompositeLit) exprNode() {}
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func (*ParenExpr) exprNode() {}
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func (*SelectorExpr) exprNode() {}
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func (*IndexExpr) exprNode() {}
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func (*CallExpr) exprNode() {}
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func (*UnaryExpr) exprNode() {}
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func (*BinaryExpr) exprNode() {}
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func (*BadExpr) exprNode() {}
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type NamedType struct {
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Loc
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Pkg *Ident
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Name *Ident
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Args []TypeExpr
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}
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type SliceType struct {
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Loc
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Elem TypeExpr
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}
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type BadType struct {
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Loc
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}
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func (*NamedType) typeNode() {}
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func (*SliceType) typeNode() {}
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func (*BadType) typeNode() {}
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type VarStmt struct {
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Loc
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Name *Ident
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Type TypeExpr
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Value Expr
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}
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type ShortVarStmt struct {
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Loc
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Name *Ident
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Value Expr
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}
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type AssignStmt struct {
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Loc
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Target Expr
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Op token.Kind
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Value Expr
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}
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type IncDecStmt struct {
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Loc
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X Expr
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Inc bool
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}
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type ExprStmt struct {
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Loc
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X Expr
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}
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type ReturnStmt struct {
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Loc
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Value Expr
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}
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type BranchStmt struct {
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Loc
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Tok token.Kind
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}
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type BlockStmt struct {
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Loc
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Stmts []Stmt
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}
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type IfStmt struct {
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Loc
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Cond Expr
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Then *BlockStmt
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Else Stmt
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}
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type ForStmt struct {
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Loc
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Init Stmt
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Cond Expr
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Post Stmt
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Body *BlockStmt
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}
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type CaseClause struct {
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Loc
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Values []Expr
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Default bool
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Body []Stmt
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}
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type SwitchStmt struct {
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Loc
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Tag Expr
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Cases []*CaseClause
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}
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type BadStmt struct {
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Loc
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}
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func (*VarStmt) stmtNode() {}
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func (*ShortVarStmt) stmtNode() {}
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func (*AssignStmt) stmtNode() {}
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func (*IncDecStmt) stmtNode() {}
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func (*ExprStmt) stmtNode() {}
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func (*ReturnStmt) stmtNode() {}
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func (*BranchStmt) stmtNode() {}
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func (*BlockStmt) stmtNode() {}
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func (*IfStmt) stmtNode() {}
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func (*ForStmt) stmtNode() {}
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func (*SwitchStmt) stmtNode() {}
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func (*BadStmt) stmtNode() {}
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type ConstDecl struct {
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Loc
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Doc string
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Name *Ident
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Type TypeExpr
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Value Expr
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}
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type Field struct {
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Loc
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Doc string
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Name *Ident
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Type TypeExpr
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}
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type StructDecl struct {
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Loc
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Doc string
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Name *Ident
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Fields []*Field
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}
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type EnumDecl struct {
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Loc
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Doc string
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Name *Ident
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Members []*Ident
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}
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type Param struct {
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Loc
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Name *Ident
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Type TypeExpr
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}
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type FuncDecl struct {
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Loc
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Doc string
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Attrs []*Attr
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Name *Ident
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Params []*Param
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Result TypeExpr
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Coroutine bool
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Body *BlockStmt
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}
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type ScriptVar struct {
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Loc
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Doc string
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Attrs []*Attr
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Name *Ident
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Type TypeExpr
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Value Expr
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}
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type ScriptDecl struct {
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Loc
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Doc string
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Attrs []*Attr
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Name *Ident
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Signals []*SignalDecl
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Vars []*ScriptVar
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Funcs []*FuncDecl
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}
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type BadDecl struct {
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Loc
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}
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func (*ConstDecl) declNode() {}
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func (*StructDecl) declNode() {}
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func (*EnumDecl) declNode() {}
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func (*FuncDecl) declNode() {}
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func (*ScriptDecl) declNode() {}
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func (*BadDecl) declNode() {}
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