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.
72 lines
1.8 KiB
Go
72 lines
1.8 KiB
Go
package verify
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import (
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"fmt"
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"aego/script/abi"
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"aego/script/bytecode"
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)
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const maxStructDepth = 32
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type roots struct {
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s *bytecode.ScriptDef
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structs map[string]*bytecode.StructDef
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strict bool
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heap map[uint16]bool
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out []string
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}
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func ScriptRoots(s *bytecode.ScriptDef, structs map[string]*bytecode.StructDef, strict bool) []string {
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r := &roots{s: s, structs: structs, strict: strict, heap: map[uint16]bool{}}
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for _, h := range s.HeapSlots {
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r.heap[h] = true
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}
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for _, f := range s.Fields {
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t, ok := abi.Parse(f.Type)
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if !ok {
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r.bad("field %s has an unparsable type %q", f.Name, f.Type)
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continue
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}
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r.slot(f.Name, t, int(f.Slot), int(f.Slots), 0)
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}
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return r.out
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}
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func (r *roots) bad(format string, args ...any) {
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r.out = append(r.out, fmt.Sprintf("script %s ", r.s.FullName)+fmt.Sprintf(format, args...))
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}
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func (r *roots) slot(field string, t abi.TypeRef, at, n, depth int) {
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switch t.Kind {
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case abi.String, abi.Slice:
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if !r.heap[uint16(at)] {
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r.bad("field %s is a heap value but slot %d is not a GC root", field, at)
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}
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case abi.Struct:
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sd := r.structs[t.Name]
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switch {
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case sd == nil && r.strict:
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r.bad("field %s uses struct %s, which is not loaded", field, t.Name)
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case sd == nil:
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case depth > maxStructDepth:
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r.bad("field %s nests structs deeper than %d", field, maxStructDepth)
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default:
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for _, sf := range sd.Fields {
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st, ok := abi.Parse(sf.Type)
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if !ok {
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r.bad("struct %s field %s has an unparsable type %q", t.Name, sf.Name, sf.Type)
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continue
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}
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r.slot(field+"."+sf.Name, st, at+int(sf.Slot), int(sf.Slots), depth+1)
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}
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}
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default:
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for sl := at; sl < at+n; sl++ {
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if r.heap[uint16(sl)] {
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r.bad("field %s is not a heap value but slot %d is a GC root", field, sl)
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}
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}
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}
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}
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