Files
aego/script/verify/roots.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

72 lines
1.8 KiB
Go

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