jak-project/goal_src/jak3
Tyler Wilding d1ece445d4
Dependency graph work - Part 1 - Preliminary work (#3505)
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.
2024-05-12 12:37:59 -04:00
..
build decomp3: some engine files (#3319) 2024-01-20 10:42:51 -05:00
dgos Dependency graph work - Part 1 - Preliminary work (#3505) 2024-05-12 12:37:59 -04:00
engine Jak3 sky (#3514) 2024-05-12 09:36:50 -04:00
kernel Dependency graph work - Part 1 - Preliminary work (#3505) 2024-05-12 12:37:59 -04:00
levels decomp3: more misc files (#3513) 2024-05-11 17:57:26 -04:00
lib decomp3: spawn target, add merc and particle buckets and some temporary hacks (#3445) 2024-04-05 00:07:39 -04:00
pc Dependency graph work - Part 1 - Preliminary work (#3505) 2024-05-12 12:37:59 -04:00
compiler-setup.gc [jak3] Set up ckernel (#3308) 2024-01-16 19:24:02 -05:00
game.gp decomp3: traffic/citizen/faction code, desert-rescue (#3506) 2024-05-09 19:18:55 -04:00
kernel-defs.gc jak2/3: re-implement screenshot system through goal (#3482) 2024-04-25 01:46:18 +01:00