Files
aego/script/vm/heap.go
T
sanspie cf68c71f05 Stage 6: coroutines, signals, ScriptRef, workspace CLI, editor tooling
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.
2026-10-12 14:22:08 +03:00

84 lines
1.5 KiB
Go

package vm
const staticBit = uint64(1) << 63
type object struct {
gen uint32
live bool
mark bool
str bool
s string
elems []Value
width int
mask uint32
size int
}
type Heap struct {
objs []object
free []uint32
live int
bytes int
since int
}
func heapHandle(idx, gen uint32) uint64 {
return uint64(idx)<<32 | uint64(gen)
}
func (h *Heap) alloc(size int) (uint32, *object) {
var idx uint32
if n := len(h.free); n > 0 {
idx = h.free[n-1]
h.free = h.free[:n-1]
} else {
h.objs = append(h.objs, object{})
idx = uint32(len(h.objs) - 1)
}
o := &h.objs[idx]
o.gen++
if o.gen == 0 {
o.gen = 1
}
o.live, o.mark, o.size = true, false, size
h.live++
h.bytes += size
h.since += size
return idx, o
}
func (h *Heap) get(a uint64) *object {
if a == 0 || a&staticBit != 0 {
return nil
}
idx := uint32(a >> 32)
if int(idx) >= len(h.objs) {
return nil
}
o := &h.objs[idx]
if !o.live || o.gen != uint32(a) {
return nil
}
return o
}
func (h *Heap) newString(s string) Value {
idx, o := h.alloc(len(s) + 32)
o.str, o.s, o.elems, o.width, o.mask = true, s, nil, 0, 0
return Value{A: heapHandle(idx, o.gen)}
}
func (h *Heap) newSlice(width int, mask uint32, capacity int) Value {
idx, o := h.alloc(capacity*width*16 + 48)
o.str, o.s = false, ""
o.elems = make([]Value, 0, capacity*width)
o.width, o.mask = width, mask
return Value{A: heapHandle(idx, o.gen)}
}
func (h *Heap) grow(o *object, delta int) {
o.size += delta
h.bytes += delta
h.since += delta
}