mirror of
https://github.com/imjasonh/nescript
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W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.
Implementation:
- New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
- New `pub fn can_inline_fun(return_type, body) -> bool` in
`src/ir/lowering.rs`, extracted from the existing capture
logic so the analyzer and the IR lowerer share the same
eligibility rules and can never drift.
- New `check_inline_declinability` analyzer pass called from
the tail of `analyze_program`, mirroring the existing
`check_sprite_scanline_budget` / `check_unreachable_states`
passes. Emits W0110 with help + note text pointing at the
two accepted body shapes.
- `capture_inline_bodies` now defers to `can_inline_fun`
instead of duplicating the match pattern, so the two sides
stay in lockstep by construction.
Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).
Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.
Docs refresh
- `docs/language-guide.md`: rewrote the Inline Functions section
(real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
W0110 to the warnings table, added the `debug.sprite_overflow*`
builtins + sprite-per-scanline mitigations section to the
Debug Mode docs, added a `cycle_sprites` statement entry and
cross-referenced it from `draw`.
- `docs/nes-reference.md`: fleshed out the "NEScript Memory
Usage" block with the full ZP + high-RAM layout, including
the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
and the debug sprite-overflow telemetry.
- `docs/future-work.md`: documented all four debug query
builtins in the "What ships today" block; updated the open
"OAM allocation strategy" question to reference the shipped
`cycle_sprites` path and ask about an automatic-flicker
game attribute as a follow-up.
- `docs/architecture.md`: updated the `ir/` and `optimizer/`
module summaries to describe real inline splicing (now
in lowering, not the optimizer).
- `README.md`: reframed the `inline` bullet from "hint" to
"real splicing for single-return / void-body shapes";
expanded the debug-support bullet to mention the four
query builtins and their stripping in release builds; added
a new bullet for the three-layer sprite-per-scanline
mitigations; bumped the test count from 497 → 694; updated
the war.ne entry to mention the seven compiler bugs are all
fixed and point readers at `git log` (instead of the
deleted COMPILER_BUGS.md).
- `examples/README.md`: same `git log`-pointing rewrite for
the war.ne entry.
Deletions
- `examples/war/COMPILER_BUGS.md` is removed. All seven
catalogued bugs are fixed; the file's historical value
lives in `git log` now. Every source-code comment and doc
reference to the file has been updated to either point at
`git log` or just describe the bug in place.
Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
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|---|---|---|
| .. | ||
| assets.ne | ||
| audio.ne | ||
| background.ne | ||
| compare.ne | ||
| constants.ne | ||
| deal_state.ne | ||
| deck.ne | ||
| PLAN.md | ||
| play_state.ne | ||
| render.ne | ||
| rng.ne | ||
| state.ne | ||
| title_state.ne | ||
| victory_state.ne | ||