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Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
#!/bin/sh
# Pre-commit hook for nescript
# Install: cp scripts/pre-commit .git/hooks/pre-commit && chmod +x .git/hooks/pre-commit
set -e
echo "Running pre-commit checks..."
echo " Checking formatting..."
cargo fmt --all -- --check
echo " Running clippy..."
cargo clippy --all-targets -- -D warnings
echo " Running tests..."
cargo test --all-targets
# Committed ROMs must match their .ne sources — the compiler is
# deterministic, so any example whose on-disk .nes differs from a
# fresh build means someone edited the .ne file but forgot to
# rebuild. Rebuild each to a tmp path and fail if any differ, then
# point the user at the exact `cargo run` command to fix it.
echo " Checking committed ROMs match .ne sources..."
cargo build --release --quiet
tmp=$(mktemp -d)
trap 'rm -rf "$tmp"' EXIT
stale=0
for f in examples/*.ne; do
name=$(basename "$f" .ne)
./target/release/nescript build "$f" --output "$tmp/$name.nes" >/dev/null
if ! cmp -s "examples/$name.nes" "$tmp/$name.nes"; then
echo " STALE: examples/$name.nes"
echo " rerun: cargo run --release -- build $f"
stale=1
fi
done
if [ $stale -ne 0 ]; then
echo "one or more committed ROMs are out of date"
exit 1
fi
# Only rebuild docs/{platformer,war}.gif when the underlying
# example sources, the gif recorder, or the harness changed — gif
# regeneration takes ~20s per gif due to puppeteer's cold start,
# so we don't want to pay it on every commit. Skipped entirely if
# node_modules isn't installed in the emulator harness; the CI
# `emulator` job is the authoritative check.
#
# `examples/war.ne` pulls in `examples/war/*.ne` via include
# directives, so any file under `examples/war/` is treated as a
# trigger for rebuilding the war gif — the parser's preprocess
# pass sees them as part of the same translation unit.
docs: regenerate platformer.gif and lock it as a CI invariant The optimizer fix in the previous commit changes the observable gameplay of `examples/platformer.ne` — pre-fix the player got spurious enemy-1 stomp bounces every time coin 2 drifted into its pickup window, so the README demo gif showed the player bouncing mid-air around emu frames 85-125 instead of walking through the coin at ground level. Regenerate `docs/platformer.gif` from the fixed compiler so the README matches reality. To stop this from drifting again, treat the gif the same way the repo already treats `examples/*.nes`: - `gifenc` + `jsnes` + the harness are deterministic, so a fresh recording byte-matches a valid commit. Verified across two back-to-back runs (identical md5). - `.github/workflows/ci.yml`'s `emulator` job now renders the gif into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`, emitting a `::error` annotation pointing at the exact rerun command if the committed copy is stale. This piggybacks on the existing puppeteer + node setup, adding ~20s to the job. - `scripts/pre-commit` runs the same check locally, but only when `examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`, or `tests/emulator/harness.html` is staged, and only if `tests/emulator/node_modules` is already installed. Cold-start puppeteer is ~20s — too slow to pay on every commit, but cheap enough to pay when something gif-relevant changed. - The header of `tests/emulator/record_gif.mjs` and the project conventions section of `CLAUDE.md` both spell out the rerun command and the invariant, so the next agent doesn't have to re-derive any of this. https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 18:04:17 +00:00
changed_files=$(git diff --cached --name-only)
recorder_or_harness_changed=0
if echo "$changed_files" | grep -qE '^tests/emulator/(record_gif\.mjs|harness\.html)$'; then
recorder_or_harness_changed=1
fi
check_gif() {
name=$1
args=$2 # extra args to record_gif.mjs (e.g. "4" for warmup)
if [ ! -d tests/emulator/node_modules ]; then
echo " (skipping $name gif freshness check — tests/emulator/node_modules not installed)"
return 0
fi
echo " Rebuilding docs/$name.gif..."
# shellcheck disable=SC2086
(cd tests/emulator && node record_gif.mjs "$name" 360 2 /tmp/${name}-precheck.gif $args >/dev/null)
if ! cmp -s "docs/$name.gif" "/tmp/${name}-precheck.gif"; then
echo " STALE: docs/$name.gif"
echo " rerun: node tests/emulator/record_gif.mjs $name 360 2 docs/$name.gif $args"
rm -f "/tmp/${name}-precheck.gif"
return 1
docs: regenerate platformer.gif and lock it as a CI invariant The optimizer fix in the previous commit changes the observable gameplay of `examples/platformer.ne` — pre-fix the player got spurious enemy-1 stomp bounces every time coin 2 drifted into its pickup window, so the README demo gif showed the player bouncing mid-air around emu frames 85-125 instead of walking through the coin at ground level. Regenerate `docs/platformer.gif` from the fixed compiler so the README matches reality. To stop this from drifting again, treat the gif the same way the repo already treats `examples/*.nes`: - `gifenc` + `jsnes` + the harness are deterministic, so a fresh recording byte-matches a valid commit. Verified across two back-to-back runs (identical md5). - `.github/workflows/ci.yml`'s `emulator` job now renders the gif into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`, emitting a `::error` annotation pointing at the exact rerun command if the committed copy is stale. This piggybacks on the existing puppeteer + node setup, adding ~20s to the job. - `scripts/pre-commit` runs the same check locally, but only when `examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`, or `tests/emulator/harness.html` is staged, and only if `tests/emulator/node_modules` is already installed. Cold-start puppeteer is ~20s — too slow to pay on every commit, but cheap enough to pay when something gif-relevant changed. - The header of `tests/emulator/record_gif.mjs` and the project conventions section of `CLAUDE.md` both spell out the rerun command and the invariant, so the next agent doesn't have to re-derive any of this. https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 18:04:17 +00:00
fi
rm -f "/tmp/${name}-precheck.gif"
return 0
}
if [ $recorder_or_harness_changed -eq 1 ] || \
echo "$changed_files" | grep -qE '^examples/platformer\.(ne|nes)$'; then
check_gif platformer "" || exit 1
fi
if [ $recorder_or_harness_changed -eq 1 ] || \
echo "$changed_files" | grep -qE '^examples/war(\.(ne|nes)|/[^/]+\.ne)$'; then
check_gif war 4 || exit 1
docs: regenerate platformer.gif and lock it as a CI invariant The optimizer fix in the previous commit changes the observable gameplay of `examples/platformer.ne` — pre-fix the player got spurious enemy-1 stomp bounces every time coin 2 drifted into its pickup window, so the README demo gif showed the player bouncing mid-air around emu frames 85-125 instead of walking through the coin at ground level. Regenerate `docs/platformer.gif` from the fixed compiler so the README matches reality. To stop this from drifting again, treat the gif the same way the repo already treats `examples/*.nes`: - `gifenc` + `jsnes` + the harness are deterministic, so a fresh recording byte-matches a valid commit. Verified across two back-to-back runs (identical md5). - `.github/workflows/ci.yml`'s `emulator` job now renders the gif into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`, emitting a `::error` annotation pointing at the exact rerun command if the committed copy is stale. This piggybacks on the existing puppeteer + node setup, adding ~20s to the job. - `scripts/pre-commit` runs the same check locally, but only when `examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`, or `tests/emulator/harness.html` is staged, and only if `tests/emulator/node_modules` is already installed. Cold-start puppeteer is ~20s — too slow to pay on every commit, but cheap enough to pay when something gif-relevant changed. - The header of `tests/emulator/record_gif.mjs` and the project conventions section of `CLAUDE.md` both spell out the rerun command and the invariant, so the next agent doesn't have to re-derive any of this. https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 18:04:17 +00:00
fi
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
echo "All pre-commit checks passed."