Scaffold the .sln and M0 project structure

Buildable skeleton matching docs/kernel-contract.md:

- src/Engine.Kernel — the frozen kernel. Interfaces and data types only
  (World, Component, GameObject, Transform, ISchedule, IServiceRegistry,
  IEventBus, ILogger, IPlugin/IPluginContext, plugin.json and project.json
  manifest models). No PluginHost/Scheduler/World implementation yet —
  that's M0's actual work, not scaffolding.
- src/Engine.Host — the CLI runtime entry point, placeholder for now.
- plugins/sandbox.echo — a minimal two-assembly plugin (Contracts in
  Default ALC, implementation in collectible ALC) that exists only to
  exercise the reload loop end to end once PluginHost exists.
- tests/Engine.Kernel.Tests, tests/Engine.ConformanceHarness — wired up
  with one Skip-marked placeholder test each, naming what M0 needs to
  make them real (including the 200-cycle ALC leak test from §4). The
  harness references the sandbox plugin with
  ReferenceOutputAssembly="false" so it loads it dynamically by path
  instead of linking its types into its own Default ALC.
- samples/EmptyProject — a starter project.json.
- Directory.Build.props centralizes shared settings across every
  project, including AllowUnsafeBlocks=false to enforce the §7 rule at
  the build level rather than by convention.

Solution builds clean and `dotnet test` runs both placeholders as
Skipped (not failing) — confirms the wiring, not the engine.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
This commit is contained in:
Emil
2026-09-02 00:26:08 +03:00
co-authored by Claude Sonnet 5
parent 7fe966e42f
commit 1459657408
29 changed files with 556 additions and 0 deletions
@@ -0,0 +1,13 @@
using Engine.Kernel.World;
namespace Sandbox.Echo.Contracts;
/// <summary>
/// Minimal component for exercising the reload loop described in
/// docs/kernel-contract.md §7 — not a real engine feature, just something
/// for a system to touch before any real plugin exists.
/// </summary>
public sealed class Ping : Component
{
public int Count;
}
@@ -0,0 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\..\..\src\Engine.Kernel\Engine.Kernel.csproj" />
</ItemGroup>
</Project>
@@ -0,0 +1,33 @@
using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Sandbox.Echo.Contracts;
namespace Sandbox.Echo;
/// <summary>
/// M0's test fixture. Exists only to exercise the reload loop end to end —
/// edit, rebuild, ALC reload, headless run, dump — before any real
/// subsystem exists to test it against. See M0 in docs/kernel-contract.md §8.
/// </summary>
public sealed class EchoPlugin : IPlugin
{
public void Configure(IPluginContext ctx)
{
ctx.Schedule.Add(Stage.Update, Tick)
.Writes<Ping>();
ctx.Log.Info("sandbox.echo configured");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("sandbox.echo");
}
static void Tick(IWorld world)
{
// TODO(M0): bump every Ping.Count by one. Placeholder until the
// Scheduler actually exists to invoke this.
}
}
@@ -0,0 +1,8 @@
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\..\..\src\Engine.Kernel\Engine.Kernel.csproj" />
<ProjectReference Include="..\Sandbox.Echo.Contracts\Sandbox.Echo.Contracts.csproj" />
</ItemGroup>
</Project>
+8
View File
@@ -0,0 +1,8 @@
{
"id": "sandbox.echo",
"version": "0.0.1",
"contracts": "Sandbox.Echo.Contracts.dll",
"assembly": "Sandbox.Echo.dll",
"dependsOn": {},
"reloadable": true
}