2.0.0 makes the error pool and the status registry thread safe, and it is an ABI break carrying the soname to libakerror.so.2. The break is a quiet one: __akerr_last_ignored became thread-local and akerr_next_error() now returns a context that already holds a reference, so objects compiled against a 1.x header and linked against 2.x count every reference twice and never give a slot back. Nothing about that fails to link, which is exactly what a guard is for -- include/akbasic/error.h feature-tests AKERR_THREAD_SAFE instead of AKERR_FIRST_CONSUMER_STATUS, which 2.0.0 also still defines and which therefore no longer distinguishes anything. 2.0.1 is the release this band needed most. The default unhandled-error handler ended in exit(errctx->status), and a process exit status is one byte: AKBASIC_ERR_BASE is 512, and 512 truncates to 0, so an unhandled AKBASIC_ERR_SYNTAX reported success to anything watching $?. Every other code in the band came out as some unrelated error's number. akerr_exit() substitutes 125 for anything a byte cannot carry, and a probe raising AKBASIC_ERR_DEVICE through FINISH_NORETURN now exits 125 rather than 7. It was latent here rather than live -- src/main.c handles the context and returns EXIT_FAILURE, and every test with a top-level ATTEMPT carries a HANDLE_DEFAULT -- but "no caller relies on it today" is not a property a header can keep true. tests/version_check.c asserts the mapping and fails if AKBASIC_ERR_BASE ever stops truncating to zero, because that is the day this stops being about our base. Chapter 10 gains a threading section: libakerror is safe from any thread now, and this interpreter is not and has no lock anywhere in it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
162 lines
6.9 KiB
Markdown
162 lines
6.9 KiB
Markdown
# 10. Embedding
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The whole design of this interpreter is shaped by one requirement: a game must be able
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to embed it as a scripting engine without giving up control. That produces four rules,
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and they explain most of what looks unusual elsewhere in this guide.
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1. **Nothing in the library terminates the process.** Errors come back as
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`akerr_ErrorContext *` for you to handle.
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2. **The interpreter owns no window, no renderer and no event loop.** It draws through
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whatever you already created.
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3. **It never blocks.** `SLEEP`, `GETKEY`, `PLAY` and `WAIT` hold the program without
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holding your frame rate.
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4. **You can bound it.** A script with `10 GOTO 10` cannot take your game with it.
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## Linking
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```cmake
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add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
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target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
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```
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| Target | What it is | Link it? |
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|---|---|---|
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| `akbasic` | The interpreter. No SDL, nothing that exits. | Always |
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| `akbasic_akgl` | The graphics, sound, input and sprite backends, drawing through *your* renderer | If you want them |
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| `akbasic_frontend` | The standalone program's host: creates the window, owns the loop | **No.** You are the host |
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## The shortest useful host
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```c wrap=hostloop
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#include <akbasic/runtime.h>
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#include <akbasic/sink.h>
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static akbasic_Runtime RUNTIME; /* too big for a stack */
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static akbasic_TextSink SINK;
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static akbasic_StdioSink SINKSTATE;
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akerr_ErrorContext AKERR_NOIGNORE *run_script(const char *source)
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{
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PREPARE_ERROR(e);
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PASS(e, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
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PASS(e, akbasic_runtime_init(&RUNTIME, &SINK));
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PASS(e, akbasic_runtime_load(&RUNTIME, source));
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PASS(e, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
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while ( RUNTIME.mode != AKBASIC_MODE_QUIT ) {
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PASS(e, akbasic_runtime_settime(&RUNTIME, your_clock_ms()));
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PASS(e, akbasic_runtime_run(&RUNTIME, 256)); /* 256 steps, then return */
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your_draw_a_frame();
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}
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SUCCEED_RETURN(e);
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}
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```
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`akbasic_runtime_run(rt, n)` runs at most `n` steps and returns. That bound is what
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keeps a runaway script from owning your process.
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`akbasic_runtime_settime()` is how the interpreter knows what time it is. It reads no
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clock of its own, because it owns no loop. If you never call it, every duration expires
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immediately — audible, but never a hang.
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## Exchanging variables with a script
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Use `akbasic_runtime_global()`. It finds or creates the variable in the script's
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outermost scope, which is the only place both of you can reliably see:
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```c wrap=hostbody
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akbasic_Variable *health = NULL;
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int64_t subscript[1] = { 0 };
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PASS(e, akbasic_runtime_global(&RUNTIME, "HEALTH#", &health));
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PASS(e, akbasic_variable_set_integer(health, 100, subscript, 1));
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```
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Do not reach for `akbasic_environment_get()`. A script suspended part-way through a
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bounded run is usually inside a `FOR` or `GOSUB` body, and a variable created there
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dies when the body pops — silently, with the script reading it correctly right up until
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it stops.
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## Where the output goes
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`PRINT` writes through an `akbasic_TextSink`, which is a record of function pointers plus
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whatever state you hang off `self`:
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```c excerpt=include/akbasic/sink.h
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typedef struct akbasic_TextSink
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{
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void *self;
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akerr_ErrorContext AKERR_NOIGNORE *(*write)(struct akbasic_TextSink *self, const char *text);
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akerr_ErrorContext AKERR_NOIGNORE *(*writeln)(struct akbasic_TextSink *self, const char *text);
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akerr_ErrorContext AKERR_NOIGNORE *(*readline)(struct akbasic_TextSink *self, char *dest, size_t len, bool *eof);
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akerr_ErrorContext AKERR_NOIGNORE *(*clear)(struct akbasic_TextSink *self);
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akerr_ErrorContext AKERR_NOIGNORE *(*moveto)(struct akbasic_TextSink *self, int col, int row);
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akerr_ErrorContext AKERR_NOIGNORE *(*window)(struct akbasic_TextSink *self, int left, int top, int right, int bottom);
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} akbasic_TextSink;
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```
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`akbasic_sink_init_stdio()` ships with the library and is what the driver uses. A game
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supplies its own and draws into a text layer. `readline` is expected to set `*eof` rather
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than block — that is how `INPUT` behaves sanely inside a frame.
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`akbasic_sink_init_tee()` also ships, and composes two sinks into one: writes go to both,
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and `readline` comes from whichever of the two you name as the reader. That is how the SDL
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build puts `PRINT` in a window *and* on stdout. It needs no SDL, so you can use it to log a
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script's output to a file while you draw.
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## Lending devices
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```c wrap=hostbody
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PASS(e, akbasic_runtime_set_devices(&RUNTIME, &graphics, &audio, &input, &sprites));
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```
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Any of them may be `NULL`, and that is how you withhold a capability: a script given no
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audio backend gets an error from `SOUND` rather than silence. Each is a record of
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function pointers, so you can supply your own and never link the graphics library at
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all.
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`akbasic_akgl` provides implementations that draw through a renderer *you* created:
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```c wrap=akglbody requires=akgl
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PASS(e, akbasic_graphics_init_akgl(&graphics, &gstate, my_renderer));
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PASS(e, akbasic_sprite_init_akgl(&sprites, &sstate, my_renderer, &gstate));
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```
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Sprites become real actors in your registry, so your game can see them.
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## Where a script's errors go
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A BASIC-level error is reported through the sink and stops the script; it does not come
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back to you as a failure. What comes back to you is an error in the *interpreter* —
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pool exhaustion, a NULL argument — which is yours to handle.
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That is the split to hold on to: a script's mistakes are the script's problem, and your
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program keeps running.
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## Threads
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**One runtime belongs to one thread, and there is no lock anywhere in this interpreter.**
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An `akbasic_Runtime` is a large struct of fixed pools mutated in place by every step, so
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two threads calling `akbasic_runtime_step()` on the same runtime will corrupt it. If your
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game is threaded, drive the script from whichever thread owns it and hand results across
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yourself.
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Two runtimes on two threads are fine — they share no state. What they *do* share is
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`libakerror`'s error pool and status registry, and those became thread safe in 2.0.0, so
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raising, handling and releasing errors from either thread is safe with no coordination
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from you. One error context still belongs to the thread that raised it; passing one to
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another thread is your synchronization.
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Call `akbasic_error_register()` once, during single-threaded startup, before you spawn
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anything. It is idempotent and safe to repeat, but registering a status *name* while
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another thread looks one up is the single registry operation no lock can make safe.
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## Reading it all
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Two complete hosts are checked in and built by every build, so neither can rot:
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`examples/embed.c` runs a script a bounded number of steps at a time, and
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`examples/hostvars.c` passes integers, floats and strings in both directions. The full API
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surface is the headers under `include/akbasic/`, which `doxygen Doxyfile` renders; the pool
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limits are the table at the end of [Chapter 13](13-differences.md).
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