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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