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
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namespace Engine.Kernel.Diagnostics;
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public interface ILogger
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{
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void Info(string message);
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void Warn(string message);
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void Error(string message);
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}
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<Project Sdk="Microsoft.NET.Sdk">
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</Project>
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namespace Engine.Kernel.Events;
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/// <summary>
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/// Open question (see the footer of docs/kernel-contract.md): whether this
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/// is needed at launch at all, or whether event-components in World cover
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/// its role. Left as a bare marker so IPluginContext compiles — no API
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/// decided yet.
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/// </summary>
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public interface IEventBus
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{
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}
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namespace Engine.Kernel.Plugins;
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/// <summary>
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/// A plugin holds no game state — none. State lives in World; the plugin
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/// is code that operates on it. See docs/kernel-contract.md §3.
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/// </summary>
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public interface IPlugin
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{
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/// <summary>Registration: services, systems, component types.</summary>
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void Configure(IPluginContext ctx);
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/// <summary>
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/// Full undo of Configure. Whether this method is honest determines
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/// whether the ALC unloads at all — see §4.
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/// </summary>
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void Shutdown(IPluginContext ctx);
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}
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using Engine.Kernel.Diagnostics;
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using Engine.Kernel.Events;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.Services;
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using Engine.Kernel.World;
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namespace Engine.Kernel.Plugins;
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public interface IPluginContext
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{
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IWorld World { get; } // data
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IServiceRegistry Services { get; } // Provide<T> / Require<T>
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ISchedule Schedule { get; } // systems and ordering
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IEventBus Events { get; }
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ILogger Log { get; }
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}
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namespace Engine.Kernel.Plugins;
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/// <summary>
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/// Deserialized shape of a plugin's <c>plugin.json</c>. Read *before*
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/// anything loads, so the Plugin Host can build the dependency graph ahead
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/// of any ALC loading — see docs/kernel-contract.md §3.
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/// </summary>
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public sealed class PluginManifest
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{
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public required string Id { get; init; }
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public required string Version { get; init; }
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/// <summary>Assembly loaded into the Default ALC. Never unloads. See §4.</summary>
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public required string Contracts { get; init; }
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/// <summary>Assembly loaded into a collectible ALC. Reloadable. See §4.</summary>
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public required string Assembly { get; init; }
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public Dictionary<string, string> DependsOn { get; init; } = new();
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public bool Reloadable { get; init; } = true;
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}
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namespace Engine.Kernel.Plugins;
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/// <summary>
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/// Deserialized shape of a project's <c>project.json</c> — which plugins a
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/// specific game loads, at which versions, and where to find its own. See
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/// "Per-project configuration" in docs/kernel-contract.md §2.
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/// </summary>
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public sealed class ProjectManifest
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{
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public required string EngineVersion { get; init; }
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public List<PluginReference> Plugins { get; init; } = new();
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/// <summary>Search paths for plugins local to this project, not shipped
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/// with the engine.</summary>
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public List<string> PluginPaths { get; init; } = new();
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}
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public sealed class PluginReference
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{
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public required string Id { get; init; }
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/// <summary>Null means "whatever the engine ships by default."</summary>
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public string? Version { get; init; }
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}
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namespace Engine.Kernel.Scheduling;
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/// <summary>
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/// Frame stages and system ordering. See docs/kernel-contract.md §2.
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/// </summary>
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public interface ISchedule
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{
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ISystemBuilder Add(Stage stage, Delegate system);
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/// <summary>Called from a plugin's Shutdown() — must remove everything
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/// Configure() added, or the ALC it lives in will never unload. See §4.</summary>
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void RemoveAllFrom(string pluginId);
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}
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using Engine.Kernel.World;
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namespace Engine.Kernel.Scheduling;
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/// <summary>
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/// Fluent builder returned by <see cref="ISchedule.Add"/>. Declared
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/// Reads/Writes are what lets the scheduler run systems with disjoint
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/// access in parallel and, in debug builds, enforce that a system only
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/// touches what it declared. See docs/kernel-contract.md §2 and §7.
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/// </summary>
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public interface ISystemBuilder
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{
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ISystemBuilder After(string systemId);
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ISystemBuilder Reads<T>() where T : Component;
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ISystemBuilder Writes<T>() where T : Component;
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}
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namespace Engine.Kernel.Scheduling;
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/// <summary>
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/// Open question (see the footer of docs/kernel-contract.md): whether the
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/// set of stages is fixed or plugin-extensible. This is only enough to
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/// make the §3 example compile — not a decision.
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/// </summary>
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public enum Stage
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{
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Update,
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Render,
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}
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namespace Engine.Kernel.Services;
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/// <summary>
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/// The control-plane channel between plugins: commands and resources, not
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/// per-entity data. See the "two channels" table in docs/kernel-contract.md
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/// §2 — and the rule right below it about what never belongs here.
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/// </summary>
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public interface IServiceRegistry
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{
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void Provide<T>(T instance) where T : class;
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T Require<T>() where T : class;
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void Revoke<T>() where T : class;
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}
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namespace Engine.Kernel.World;
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/// <summary>
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/// Base class for all component data. Plain fields, no methods, no
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/// lifecycle hooks — behavior lives in systems, never on the component
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/// itself. See docs/kernel-contract.md §1 and §7.
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/// </summary>
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public abstract class Component
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{
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// Intentionally empty. A subclass adds fields only.
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}
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namespace Engine.Kernel.World;
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/// <summary>
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/// The entity type: identity, hierarchy, and a list of components. See
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/// docs/kernel-contract.md §2.
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/// </summary>
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public sealed class GameObject
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{
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public required string Name { get; set; }
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public Transform Transform;
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public GameObject? Parent { get; internal set; }
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// TODO(M0): backing storage for children, tags, and the component list
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// + type index that makes World.Query<T>() O(matches), not O(all).
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public IReadOnlyList<GameObject> Children => throw new NotImplementedException();
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public T? GetComponent<T>() where T : Component
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=> throw new NotImplementedException();
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public T AddComponent<T>() where T : Component, new()
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=> throw new NotImplementedException();
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public void RemoveComponent<T>() where T : Component
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=> throw new NotImplementedException();
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}
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namespace Engine.Kernel.World;
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/// <summary>
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/// Kernel-owned storage for every <see cref="GameObject"/> in a scene.
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/// Shape sketched from its usage throughout docs/kernel-contract.md — not a
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/// final API; M0's job is to actually implement this.
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/// </summary>
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public interface IWorld
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{
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GameObject CreateGameObject(string name);
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void Destroy(GameObject go);
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/// <summary>Type-indexed lookup — O(matches), not O(all). See §2.</summary>
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IEnumerable<GameObject> Query<T>() where T : Component;
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// TODO(§5): Snapshot()/Restore() for Play mode — a deep clone of the
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// GameObject graph, taken on EnterPlay and discarded on ExitPlay.
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}
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using System.Numerics;
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namespace Engine.Kernel.World;
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/// <summary>
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/// Embedded directly on <see cref="GameObject"/> rather than modeled as a
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/// <see cref="Component"/> subclass, because nearly every system touches it
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/// every frame — see the kernel scope table in docs/kernel-contract.md §2.
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/// </summary>
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public struct Transform
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{
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public Vector3 LocalPosition;
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public Quaternion LocalRotation;
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public Vector3 LocalScale;
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// TODO(M0): derive from the GameObject hierarchy once World can walk it.
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public readonly Matrix4x4 WorldMatrix => throw new NotImplementedException();
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}
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