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.
78 lines
1.4 KiB
Go
78 lines
1.4 KiB
Go
package parser
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import (
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"sort"
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"strings"
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"aego/script/ast"
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)
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func (p *parser) docBefore(start uint32) string {
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i := sort.Search(len(p.comments), func(i int) bool { return p.comments[i].Start >= start }) - 1
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var parts []string
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next := start
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for ; i >= 0; i-- {
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c := p.comments[i]
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if !c.Line || !p.adjacent(c.End, next) || !p.lineStart(c.Start) {
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break
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}
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parts = append(parts, docText(p.src[c.Start:c.End]))
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next = c.Start
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}
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for l, r := 0, len(parts)-1; l < r; l, r = l+1, r-1 {
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parts[l], parts[r] = parts[r], parts[l]
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}
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return strings.Join(parts, "\n")
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}
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func (p *parser) adjacent(end, next uint32) bool {
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lines := 0
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for i := end; i < next && int(i) < len(p.src); i++ {
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switch p.src[i] {
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case '\n':
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lines++
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case ' ', '\t', '\r':
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default:
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return false
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}
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}
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return lines == 1
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}
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func (p *parser) lineStart(off uint32) bool {
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for i := int(off) - 1; i >= 0; i-- {
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switch p.src[i] {
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case '\n':
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return true
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case ' ', '\t', '\r':
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default:
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return false
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}
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}
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return true
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}
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func docText(b []byte) string {
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s := strings.TrimPrefix(string(b), "//")
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s = strings.TrimPrefix(s, " ")
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return strings.TrimRight(s, " \t\r")
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}
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func setDoc(d ast.Decl, doc string) {
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if doc == "" {
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return
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}
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switch x := d.(type) {
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case *ast.ConstDecl:
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x.Doc = doc
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case *ast.StructDecl:
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x.Doc = doc
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case *ast.EnumDecl:
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x.Doc = doc
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case *ast.FuncDecl:
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x.Doc = doc
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case *ast.ScriptDecl:
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x.Doc = doc
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}
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}
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