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.
123 lines
2.7 KiB
Go
123 lines
2.7 KiB
Go
package compiler
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import (
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"aego/script/ast"
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"aego/script/bytecode"
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"aego/script/checker"
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)
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func funcSlots(f *checker.Func) []int {
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out := make([]int, len(f.Params))
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for i, p := range f.Params {
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out[i] = p.Type.Slots()
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}
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return out
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}
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func signalSlots(sg *checker.ScriptSignal) []int {
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out := make([]int, len(sg.Params))
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for i, p := range sg.Params {
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out[i] = p.Slots()
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}
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return out
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}
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func waitKind(k ast.YieldKind) uint8 {
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switch k {
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case ast.YieldWait:
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return bytecode.WaitTime
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case ast.YieldFrames:
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return bytecode.WaitFrames
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case ast.YieldFixed:
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return bytecode.WaitFixed
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case ast.YieldAwait:
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return bytecode.WaitAwait
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}
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return bytecode.WaitNext
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}
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func (c *fn) startTo(e *ast.StartExpr, dst int) {
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f := c.u.a.Starts[e]
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if f == nil {
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return
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}
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idx, ok := c.u.funcs[f]
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if !ok {
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return
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}
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c.invoke(bytecode.START, idx, e.Args, funcSlots(f), 1, dst, true)
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}
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func (c *fn) yield(s *ast.YieldStmt) {
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kind := int(waitKind(s.Kind))
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if s.Value == nil || s.Kind == ast.YieldNext {
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c.b.ABC(bytecode.YIELD, 0, 0, kind)
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return
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}
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mark := c.top
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r := c.operand(s.Value)
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c.b.ABC(bytecode.YIELD, r, 0, kind)
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c.top = mark
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}
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func (c *fn) selfOr(e ast.Expr, dst int) {
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if e == nil {
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c.b.ABC(bytecode.SELFREF, dst, 0, 0)
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return
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}
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c.exprTo(e, dst)
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}
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func (c *fn) asyncCall(e *ast.CallExpr, call *checker.Call, dst int, want bool) {
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if !want {
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dst = c.alloc(1)
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}
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switch call.Kind {
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case checker.CallEmit:
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c.invoke(bytecode.EMIT, call.Signal.Index, e.Args, signalSlots(call.Signal), 0, dst, false)
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case checker.CallConnect:
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sg, h := call.Signal, call.Handler
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idx := c.u.connect(bytecode.ConnectDef{
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Source: sg.Script.FullName,
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Signal: sg.Name,
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Target: h.Script.FullName,
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Handler: h.Name,
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})
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mark := c.top
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w := c.alloc(3)
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c.selfOr(call.Recv, w+1)
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c.selfOr(call.HandlerRecv, w+2)
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c.b.ABx(bytecode.CONNECT, w, idx)
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c.move(dst, w, 1)
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c.top = mark
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case checker.CallDisconnect:
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mark := c.top
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r := c.operand(call.Recv)
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c.b.ABC(bytecode.DISCONNECT, r, 0, 0)
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c.top = mark
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case checker.CallConnected:
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mark := c.top
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r := c.operand(call.Recv)
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c.b.ABC(bytecode.CONNECTED, dst, r, 0)
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c.top = mark
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case checker.CallCoStop:
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mark := c.top
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r := c.operand(call.Recv)
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c.b.ABC(bytecode.COSTOP, r, 0, 0)
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c.top = mark
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case checker.CallCoRunning:
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mark := c.top
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r := c.operand(call.Recv)
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c.b.ABC(bytecode.CORUN, dst, r, 0)
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c.top = mark
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case checker.CallGetScript:
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c.exprTo(call.Recv, dst)
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c.b.ABx(bytecode.GETSCRIPT, dst, c.u.scriptRef(call.Target))
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case checker.CallScriptMethod:
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f := call.Func
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args := append([]ast.Expr{call.Recv}, e.Args...)
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params := append([]int{1}, funcSlots(f)...)
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c.invoke(bytecode.CALLR, c.u.xmethod(f), args, params, f.Result.Slots(), dst, want)
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}
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}
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