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.
30 lines
1.7 KiB
Go
30 lines
1.7 KiB
Go
// Package verify statically validates a compiled bytecode.Module before it is
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// allowed to run (requirement D99): it checks operand ranges against OpInfo,
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// call windows against each function's register count, jumps within their
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// function, that every function ends on a terminal instruction, that the line
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// table is monotonic, script field layout and GC-root (HeapSlots) consistency,
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// name uniqueness, and the encoding-derived limits. It never indexes a module
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// slice without a bounds check, so it is safe on fuzzed input.
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//
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// # Checks it deliberately leaves to the VM at run time
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//
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// Some invariants depend on values that are only known while executing, so the
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// verifier cannot prove them from the artifact alone. The VM must enforce each:
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//
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// - INDEX / SETINDEX / APPEND: the element width lives in the heap object's
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// header, not the instruction, so the VM checks the index against the
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// slice's length and that the value window a..a+width stays within
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// Registers.
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// - GETCF / SETCF: the field index is validated against the component table
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// of the component reference held in register b, which is a runtime value.
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// - CALLX: the extern's declared Params/Results are matched against the real
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// target function at link time, when the other package's module is present.
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// - CALLR / GETXF / SETXF / CONNECT: the target script lives in another
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// module, so the method kind (not lifecycle, not coroutine), the field
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// layout and the signal/handler pairing are resolved by name in vm.Link and
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// rejected there.
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//
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// Each is a single comparison, listed here so it stays visible that the static
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// verifier has not already covered them.
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package verify
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