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https://github.com/open-goal/jak-project
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d1ece445d4
Relates to #1353 This adds no new functionality or overhead to the compiler, yet. This is the preliminary work that has: - added code to the compiler in several spots to flag when something is used without being properly required/imported/whatever (disabled by default) - that was used to generate project wide file dependencies (some circulars were manually fixed) - then that graph underwent a transitive reduction and the result was written to all `jak1` source files. The next step will be making this actually produce and use a dependency graph. Some of the reasons why I'm working on this: - eliminates more `game.gp` boilerplate. This includes the `.gd` files to some extent (`*-ag` files and `tpage` files will still need to be handled) this is the point of the new `bundles` form. This should make it even easier to add a new file into the source tree. - a build order that is actually informed from something real and compiler warnings that tell you when you are using something that won't be available at build time. - narrows the search space for doing LSP actions -- like searching for references. Since it would be way too much work to store in the compiler every location where every symbol/function/etc is used, I have to do ad-hoc searches. By having a dependency graph i can significantly reduce that search space. - opens the doors for common shared code with a legitimate pattern. Right now jak 2 shares code from the jak 1 folder. This is basically a hack -- but by having an explicit require syntax, it would be possible to reference arbitrary file paths, such as a `common` folder. Some stats: - Jak 1 has about 2500 edges between files, including transitives - With transitives reduced at the source code level, each file seems to have a modest amount of explicit requirements. Known issues: - Tracking the location for where `defmacro`s and virtual state definitions were defined (and therefore the file) is still problematic. Because those forms are in a macro environment, the reader does not track them. I'm wondering if a workaround could be to search the reader's text_db by not just the `goos::Object` but by the text position. But for the purposes of finishing this work, I just statically analyzed and searched the code with throwaway python code.
48 lines
1.1 KiB
Common Lisp
48 lines
1.1 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "ENGINE.CGO" "GAME.CGO")
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(require "kernel-defs.gc")
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;; name: debug-h.gc
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;; name in dgo: debug-h
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;; dgos: GAME, ENGINE
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;; TODO - for anim-tester
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(define-extern *debug-menu-context* debug-menu-context)
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(define-extern add-debug-matrix (function symbol bucket-id matrix matrix))
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(define-extern add-debug-text-sphere (function symbol bucket-id vector float string rgba symbol))
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;; TODO - for trajectory.gc
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(define-extern add-debug-line (function symbol bucket-id vector vector rgba symbol rgba symbol))
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(defun-extern add-debug-sphere symbol bucket-id vector float rgba symbol)
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;; DECOMP BEGINS
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;; circular buffer of positions to draw.
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(deftype pos-history (structure)
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((points (inline-array vector))
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(num-points int32)
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(h-first int32)
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(h-last int32)
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)
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)
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;; unused vertex type?
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(deftype debug-vertex (structure)
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((trans vector4w :inline)
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(normal vector3h :inline)
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(st vector2h :inline)
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(color uint32)
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)
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)
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;; buffer of debug vertices (unused?)
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(deftype debug-vertex-stats (basic)
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((length int32)
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(pos-count int32)
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(vertex debug-vertex 600 :inline)
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)
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)
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