Files
SplitBit-Emulator/Programs/CosmOS/Source/script.asm
T
AnachronautandClaude Opus 5 c28826df77 Let a script run a script, four deep
A build script calling a setup script is the first thing anybody tries.

What is saved when one script starts another is A POSITION AND NOT A
BUFFER: the name, which block comes next, how many are left, and where in
the block it had got to. Seventy bytes, and they sit next to each other in
the data segment on purpose so that saving them is one copy. The block
itself is read again on the way back, which costs one disk read per return
and saves 257 bytes a level - the inner script reads its own block into the
single buffer there is, so coming back means fetching the outer one's block
again and landing on the byte it left.

The slot is reached by stepping rather than by multiplying, because this
machine has no multiply and the depth is never more than three steps.

Four levels. Deep enough for a script calling a script that calls a helper,
shallow enough that a script running itself says so rather than filling
memory. A line that fails now stops every level and not just the innermost,
because a build whose helper failed should not carry on in its caller.

The caller's place is saved BEFORE the new file is looked at, and put back
on every way out that is not success. Opening writes the name into the live
state in order to ask the disk about it, so by the time "there is no such
file" is known, the caller's place has already been overwritten - a failed
'do' inside a script would otherwise leave the script that ran it reading
from a name it never chose.

The test resumes in the outer script's SECOND block, which is the case the
whole design turns on and the one an ordinary nesting test would miss.
Breaking the re-read, the save, or the limit each fails it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-30 16:22:09 -04:00

492 lines
11 KiB
NASM

; Reading shell lines out of a file.
;
; DP0 = the file's name
; CALL scriptOpen Q = 0 and a script is running, or Q says what was wrong:
; 1 there is no such file
; 2 it is not a script - no #! on the front
; 3 too many scripts inside each other
; DP0 = a buffer, B = how much room
; CALL scriptLine Q = 0 and there is a line in the buffer, or nonzero at the end
;
; Written by Anachronaut
;
; ---- Why the shell reads files and not the other way round ----
;
; fileStream.asm does almost this and is deliberately not used. It is application machinery:
; More, Type and Wander each include it and each get their own copy in their own Data
; Segment. The shell reading a script through it would be a fourth copy, and the shell is the
; one place where that copy has to survive running a program - which is exactly the thing
; those programs are. Here the state belongs to the system and nothing a program does can
; reach it.
;
; ---- A block, and a nought on the end of it ----
;
; The reader walks a Data Pointer along the block and stops at a nought. A block is 256 bytes
; and a count of them does not fit in a byte, so every other way of knowing where the block
; ends costs sixteen bit arithmetic on every character. Writing a nought after the last byte
; costs one store per block and turns the whole question into "is this byte zero".
;
; The buffer is 257 bytes for that reason: a full block leaves the nought at the end of it.
; A script cannot contain a nought, which is not a restriction anybody will notice - it is
; text, and the #! on the front is what stops a program being read as one.
#Program
; ---- One script inside another ----
;
; A build script calling a setup script is the first thing anybody tries, so what is saved
; when one script starts another is a POSITION AND NOT A BUFFER. The whole state of a
; running script is its name, which block comes next, how many are left, and where in the
; block it is - seventy bytes, laid out next to each other below so that saving it is one
; copy. The block itself is read again on the way back, which costs one disk read per return
; and saves 257 bytes a level.
;
; Four levels. Deep enough for a script calling a script that calls a helper, and shallow
; enough that a script which runs itself says so instead of filling memory.
scriptPush:
CALL scriptSlotAt
SETD.0 ScriptName
PSHD.3
POPD.1
CALL scriptCopyState
RET
scriptPop:
CALL scriptSlotAt
PSHD.3
POPD.0
SETD.1 ScriptName
CALL scriptCopyState
; ScriptAt points into the block buffer, which now holds somebody else's block. Reading
; it back is what makes the saved pointer mean what it meant.
CALL scriptReread
RET
; DP3 = where the script one level up is remembered. Reached by stepping rather than by
; multiplying, because this machine cannot multiply and the depth is never more than three
; steps. DP3 because RET puts the others back.
scriptSlotAt:
SETD.3 ScriptSaved
SETD.2 ScriptDepth
LDA.2
DECA
BRA scriptSlotDone
scriptSlotStep:
DPUP.3 0d70
DECA
BNA scriptSlotStep
scriptSlotDone:
RET
; Seventy bytes, DP0 to DP1.
scriptCopyState:
INIB 0d70
scriptCopyByte:
LDA.0
STA.1
INCD.0
INCD.1
DECB
BNB scriptCopyByte
RET
; The block that is meant to be in the buffer, back in the buffer. ScriptIndex is the NEXT
; one, so the one being read from is the one before it.
scriptReread:
SETD.1 ScriptIndex
LDA.1
INCD.1
LDB.1
DECB
BNC scriptRereadGo
DECA
scriptRereadGo:
SETD.0 ScriptName
SETD.1 ScriptBlock
SWI osFileBlock
SETD.1 ScriptBlock
PSHD.3
POPB
POPA
DPUW.1
RSTA
STA.1
RET
; ---- Opening ----
;
; The name is COPIED rather than remembered by address. osFileBlock is given the name again
; for every block, and the caller's copy is CommandLine, which the next line typed will
; overwrite. fileStream remembers an address and says in its own comment that the address
; must stay valid; here it cannot, because the thing that reads the next line is the reason
; the name is needed.
scriptOpen:
; ---- Four deep and no further ----
SETD.1 ScriptDepth
LDA.1
INIB 0d4
CCF
SUB
BRQ scriptOpenTooDeep
; ---- The one already running is put somewhere safe FIRST ----
;
; Before anything below overwrites it, and put back again on every way out of here that is
; not success. Opening writes the name into the live state to ask the disk about it, so by
; the time the answer is known the caller's place is already gone.
;
; A still holds the depth from the check above: SUB writes Q and leaves it alone.
BRA scriptOpenFirst
CALL scriptPush
scriptOpenFirst:
SETD.1 ScriptName
INIB 0d63
CALL copyText
SETD.0 ScriptName
SWI osFileInfo
BRQ scriptOpenThere
INIA 0x01
BRI scriptOpenFailed
scriptOpenThere:
; DP3 is how many blocks. A file of none is not a script.
PSHD.3
POPB
POPA
SETD.1 ScriptBlocks
STA.1
INCD.1
STB.1
OR
BRQ scriptOpenNotOne
SETD.1 ScriptIndex
RSTA
STA.1
INCD.1
STA.1
; The first block, so that the #! can be looked at before anything is promised.
CALL scriptFill
BNQ scriptOpenNotOne
; ---- What makes a file a script ----
;
; Two bytes, and the rest of the line ignored. A directive rather than a comment, the way
; #Program is in assembly: the shell reads it and refuses the file without it, so calling
; it a comment would be a lie about what it does. What follows the #! is where the name of
; an interpreter goes when there is a second one; today there is one and it is this shell.
SETD.1 ScriptBlock
LDA.1
INIB 0d35 ; '#'
CCF
SUB
BNQ scriptOpenNotOne
INCD.1
LDA.1
INIB 0d33 ; '!'
CCF
SUB
BNQ scriptOpenNotOne
; Past the shebang line, wherever it ends.
CALL scriptSkipLine
SETD.1 ScriptDepth
LDA.1
INCA
STA.1
RSTA
BRI scriptOpenAnswer ; A is nought, which is the answer for "it opened".
scriptOpenTooDeep:
INIA 0x03
BRI scriptOpenAnswer ; Nothing was pushed, so there is nothing to put back.
scriptOpenNotOne:
INIA 0x02
scriptOpenFailed:
; Whatever was running is still running, and its place is in the slot rather than in the
; live state. A is the answer and must survive being put back.
SETD.1 ScriptDepth
LDB.1
BRB scriptOpenAnswer
PSHA
CALL scriptPop
POPA
scriptOpenAnswer:
; Q is the answer, and A holds it. Adding nought is how a register becomes Q.
RSTB
CCF
ADD
RET
; ---- One line ----
;
; Comments and blank lines never reach the shell. The reader drops them, so the echo does not
; print them and the dispatch never sees a line it would have to know to ignore.
scriptLine:
SETD.1 ScriptRoom
STB.1
SETD.1 ScriptInto
STD.0.1
scriptLineAgain:
SETD.1 ScriptLength
RSTA
STA.1
SETD.0 ScriptInto
LDD.0.0
scriptLineNext:
CALL scriptByte
BNQ scriptLineEnded
SETD.1 ScriptChar
LDA.1
INIB 0d10
CCF
SUB
BRQ scriptLineDone
; A still holds the character: SUB writes Q and leaves it alone.
INIB 0d13 ; Carriage return, from a file written on a host that uses them.
CCF
SUB
BRQ scriptLineNext
; Room?
SETD.1 ScriptLength
LDA.1
SETD.1 ScriptRoom
LDB.1
CCF
SUB
BRQ scriptLineNext ; Full. Read on and drop what comes, the way readLine does.
SETD.1 ScriptChar
LDA.1
STA.0
INCD.0
SETD.1 ScriptLength
LDA.1
INCA
STA.1
BRI scriptLineNext
scriptLineDone:
; Terminate it, then decide whether the shell wants to see it.
RSTA
STA.0
SETD.0 ScriptInto
LDD.0.0
LDA.0
BRA scriptLineAgain ; Empty.
INIB 0d59 ; ';' - a comment, the same as everywhere else on this machine.
CCF
SUB
BRQ scriptLineAgain
RSTA ; Q = 0: there is a line.
RSTB
CCF
ADD
RET
scriptLineEnded:
; ---- A last line with no newline on it is still a line ----
;
; Text files do not reliably end with one, and a script whose final command silently did
; not run because somebody's editor left the newline off is a bad way to find that out.
; If anything has been gathered, finish it the ordinary way; the next call comes back here
; with nothing gathered and ends for real.
SETD.1 ScriptLength
LDA.1
BRA scriptLineNoMore
BRI scriptLineDone
scriptLineNoMore:
CALL scriptClose
INIA 0x01
RSTB
CCF
ADD
RET
; ---- One character, or the end ----
;
; Q = 0 and the character is in ScriptChar, or Q is one and there are no more.
;
; IN MEMORY RATHER THAN IN A REGISTER, because RET puts A and B back the way the caller had
; them - only Q and Data Pointer 3 survive a CALL. Handing the character back in A looked
; right, assembled, and returned the caller's own A every time.
scriptByte:
SETD.1 ScriptAt
LDD.1.1
LDA.1
BRA scriptByteRefill ; The nought at the end of the block.
; Step the saved pointer past it.
SETD.1 ScriptChar
STA.1
SETD.1 ScriptAt
LDD.0.1
INCD.0
STD.0.1
RSTA
RSTB
CCF
ADD ; Q = 0.
RET
scriptByteRefill:
CALL scriptFill
BNQ scriptByteNoMore
BRI scriptByte
scriptByteNoMore:
INIA 0x01
RSTB
CCF
ADD
RET
; ---- The next block, with a nought written after it ----
;
; Q = 0 if there is one.
scriptFill:
SETD.1 ScriptBlocks
LDA.1
INCD.1
LDB.1
OR
BRQ scriptFillNoMore
SETD.0 ScriptName
SETD.1 ScriptBlock
SETD.2 ScriptIndex
LDA.2
INCD.2
LDB.2
SWI osFileBlock
BNQ scriptFillNoMore
; DP3 is how many bytes came back. The nought goes after them.
SETD.1 ScriptBlock
PSHD.3
POPB
POPA
DPUW.1
RSTA
STA.1
SETD.1 ScriptAt
SETD.0 ScriptBlock
STD.0.1
; Index++, blocks--.
SETD.1 ScriptIndex
INCD.1
LDA.1
INCA
STA.1
BNC scriptFillCount
DECD.1
LDA.1
INCA
STA.1
scriptFillCount:
SETD.1 ScriptBlocks
INCD.1
LDA.1
BRA scriptFillBorrow
DECA
STA.1
BRI scriptFillGot
scriptFillBorrow:
INIA 0xFF
STA.1
DECD.1
LDA.1
DECA
STA.1
scriptFillGot:
RSTA
RSTB
CCF
ADD
RET
scriptFillNoMore:
INIA 0x01
RSTB
CCF
ADD
RET
; Everything up to and including the next line feed, thrown away. Used for the shebang.
scriptSkipLine:
CALL scriptByte
BNQ scriptSkipDone
SETD.1 ScriptChar
LDA.1
INIB 0d10
CCF
SUB
BNQ scriptSkipLine
scriptSkipDone:
RET
; One script ending. Whatever asked for it carries on, if anything did.
scriptClose:
SETD.1 ScriptDepth
LDA.1
BRA scriptCloseNone
DECA
STA.1
BRA scriptCloseNone
CALL scriptPop
scriptCloseNone:
RET
; Every script ending at once, which is what a line that did not work means. A build whose
; helper failed should not carry on in the script that called the helper either.
scriptAbandon:
RSTA
SETD.1 ScriptDepth
STA.1
RET
#Data
ScriptDepth:
0x00
; ---- Seventy bytes, and they are next to each other on purpose ----
;
; Name, blocks left, next block, where in the block: the whole of where a script has got to.
; Saving it is one copy because of this order, and nothing else may be put between them.
ScriptName:
#Reserve 0d64
ScriptBlocks:
0x00 0x00
ScriptIndex:
0x00 0x00
ScriptAt:
0x00 0x00
; Three would do - a save happens on the second script and not the first - but four costs
; seventy bytes and removes an off-by-one from the only place it could hide.
ScriptSaved:
#Reserve 0d280
ScriptInto:
0x00 0x00
ScriptRoom:
0x00
ScriptLength:
0x00
ScriptChar:
0x00
ScriptBlock:
#Reserve 0d257