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.
89 lines
1.7 KiB
Go
89 lines
1.7 KiB
Go
package reload
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import (
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"sort"
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"aego/script/abi"
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"aego/script/bytecode"
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)
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type Program struct {
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ID uint64
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Modules map[string]*bytecode.Module
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Hashes map[string][32]byte
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}
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func NewProgram(id uint64, mods map[string]*bytecode.Module, hashes map[string][32]byte) Program {
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return Program{ID: id, Modules: mods, Hashes: hashes}
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}
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func (p Program) Ordered() []*bytecode.Module {
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keys := make([]string, 0, len(p.Modules))
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for k := range p.Modules {
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keys = append(keys, k)
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}
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sort.Strings(keys)
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out := make([]*bytecode.Module, len(keys))
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for i, k := range keys {
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out[i] = p.Modules[k]
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}
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return out
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}
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type layout struct {
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structs map[string]*bytecode.StructDef
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enums map[string][]string
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}
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func newLayout(p Program) *layout {
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l := &layout{structs: map[string]*bytecode.StructDef{}, enums: map[string][]string{}}
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for _, m := range p.Modules {
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for i := range m.Structs {
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s := &m.Structs[i]
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l.structs[s.Name] = s
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}
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for _, e := range m.Enums {
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l.enums[e.Name] = e.Members
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}
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}
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return l
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}
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func (l *layout) slots(t abi.TypeRef) int {
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if t.Kind == abi.Struct {
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if s := l.structs[t.Name]; s != nil {
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return int(s.Slots)
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}
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}
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return t.Slots()
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}
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func (l *layout) mask(t abi.TypeRef) uint32 {
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switch t.Kind {
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case abi.String, abi.Slice:
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return 1
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case abi.Struct:
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s := l.structs[t.Name]
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if s == nil {
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return 0
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}
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var m uint32
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for _, f := range s.Fields {
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if ft, ok := abi.Parse(f.Type); ok && f.Slot < 32 {
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m |= l.mask(ft) << f.Slot
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}
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}
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return m
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}
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return 0
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}
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func structField(s *bytecode.StructDef, name string) *bytecode.StructField {
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for i := range s.Fields {
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if s.Fields[i].Name == name {
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return &s.Fields[i]
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}
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}
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return nil
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}
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