What’s next for AlliedModders?

It’s the question no one asked!

SourceMod Motivation

As I’ve too often said, the original SourceMod failed because we tried to do too much without understanding project management, the scope, or even how to code most of what we wanted to do. When we began talking about restarting the project, we did so from a research point of view. We asked the community: should we spend time writing a new language, or just get something to market on Pawn?

The community voted the latter, so we approached the project with the following questions: What would SourcePawn look like if it were modernized a bit? What would AMX Mod X look like if it had a much cleaner and more consistent API?

We wrote a new VM and JIT for Pawn. We added fast strings, basic function pointers, and dynamic arrays to the language. We boxed it into a fairly simple plugin with a small API and watched it take off, adding more as it got requested. Commands, events, menus, FFI, et cetera. It was fun designing all this.

What’s left to do that’s interesting? There’s a lot of open bugs for features people want. Perhaps the only really big ticket item left for SourceMod is script-level detouring of virtual functions, which has been in the works for a long time (and is about 50-60% done).

Most of what needs to be done though is hacking away at the indescribably infuriating Source engine, and all of the closed source games that run on it. This is boring. Sure, we’ll continue to do it. But it’s not interesting. It’s rote reverse engineering against the same old stuff. It’s monotonous and tedious, not to mention fragile. If we were developing a full product (game), we’d have access to everything. But we don’t, and we’re stuck in what’s ultimately a script kiddy’s role.

SourcePawn is Limited

SourceMod has stretched Pawn to its limits. It’s a crufty language. There is no heap. Memory management is manual. Strings are byte buffers. There are no types. There is no data integrity or safety. There are no structures or classes, just C-style functions and opaque integer values.

Basically, writing SourceMod plugins feels vaguely reminiscent of WinAPI except you don’t have any of the advantages of C.

Compiling plugins is asinine. It causes so many problems – arbitrary compatibility issues, secret backdoors, license violations, site and forum maintenance difficulty, et cetera.

Pawn is very fast because it’s so limited, but it’s also hard to squeeze more optimizations out. Everything has to go through natives, even small trivial functions. The bytecode is very low level, and though Pawn as a language has immense JIT potential, our JIT is very basic because the bytecode is too hard to analyze.

So… where do we go from here?

I want to start looking at more involved questions. The type of questions SourceMod might have asked if we had chosen the former path when restarting the project. I’ve boiled this down to two issues:

  • What would a language look like if it were specifically designed with trace compilation, game scripting, and embedding in mind?
  • What would Pawn, a language designed to be simple, look like as a truly modern scripting language, and not something from 1980?

Relatedly, there are two interesting questions for SourceMod:

  • What would SourceMod (as an “AMX Mod X done right”) look like with a more modern, object-oriented language available?
  • Can SourceMod be self-hosted?

I have mentioned this before. Most people say “Just use Python, or JavaScript, or Mono, or X!” where X is some random language that I don’t want to use. That’s not something I’m interested in. If you want to see what your favorite language looks like in Source, go ahead and embed it. This isn’t a case of NIH. It’s something I very much want to pursue to see where it goes.

The Next Project

The next project has been started. It’s a new programming language. I’ve chatted a bit about it in IRC, mostly to get some bikeshedding out of the way. As the project is not official yet, there’s no official name.

I have no idea how far this will go, or if it will go anywhere. But it’s been started. Goals, or rather, properties of the language will be:

  • Dynamically typed.
  • Strongly typed.
  • Object oriented.
  • Garbage collected.
  • Static lexical scoping.
  • Nested block scoping.
  • Explicit variable declaration.

I’ve started work on a garbage collected, register-based bytecode interpreter. I won’t start the actual compiler until I’m pleased enough with backend progress, and I won’t start the JIT until I’m pleased enough with overall maturity.

Everything will be incremental. Parity with Pawn is enough to let people start playing with things, and that would be a huge, huge step.

If anything ever comes of this, it will be interested to see how it can fit into SourceMod. While we can never get rid of Pawn because of compatibility, there’s lots of room for potential. IRC goer theY4Kman embedded Python in a SourceMod extension. We could try something similar as a starting point, or we could do something like EventScripts where Python and the “old language” of the older, darker times lives alongside.

Who is working on this?

For the most part, just me (and, if they so desire, other SourceMod developers). This is a pet project and I don’t want to be too distracted. I also don’t want to tie SourceMod to its success, so it has no relation to SourceMod’s roadmap in any way. But like SourceMod, it’s something I will attempt to work on incrementally in my free time.

If progress on this is something people are interested in, I can keep talking about it. If you’re really interested in it, feel free to find me on IRC (irc.gamesurge.net, #sourcemod). More than likely I’ll be occasionally throwing random design questions around out loud.

11 thoughts on “What’s next for AlliedModders?

  1. AlicanC

    A blog post couldn’t be more satisfying. I’m glad to see news about improvements on the language.


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