Implement Scheduler: stage execution, conflict batching, debug enforcement
Schedule gains real execution on top of the registration bookkeeping
from the PluginHost pass: RunStage(stage, world) runs every system
registered for a stage, and Reads<>/Writes<>() declarations are
enforced live via SystemAccessScope — a system touching a component it
didn't declare throws immediately, with a message naming the
violation, from GameWorld.Query<T>() and GameObject.GetComponent<T>()/
AddComponent<T>()/RemoveComponent<T>(). Outside of a running system
(editor code, tests, scene construction) nothing is enforced.
Scope cut made deliberately, not by accident: systems are grouped into
conflict-free batches by declared access (ComputeBatches, tested
directly), but batches run sequentially rather than on real threads.
Actually parallelizing them needs GameWorld's structural changes
(Create/Destroy/AddComponent/RemoveComponent) deferred to a command
buffer first — without that, two systems with disjoint *declared*
types can still race on shared storage, since AddComponent<T>() on a
GameObject mutates that object's own component list regardless of T.
Building real concurrency on top of a known thread-safety hole would
be worse than not building it yet. Noted as a TODO on RunStage.
Two real bugs found and fixed while wiring this up, not designed in
from the start:
- ISchedule.Add took `Delegate`, and a lambda passed there doesn't
reliably compile down to `Action<IWorld>` at runtime — the
compiler's natural-type inference for lambdas (as opposed to method
groups, which do work this way) can synthesize a different, private
delegate type instead, so `is Action<IWorld>` silently failed for
every lambda-registered system. Changed Add's parameter type to
Action<IWorld> directly, which sidesteps the inference question
entirely — found by ScheduleTests actually using lambdas, which
EchoPlugin's method-group-based Tick had been masking.
- AlcUnloadTests started failing intermittently ("ALC survived unload
cycle 3") once PluginSystemTests existed alongside it — xUnit
parallelizes across test classes by default, and ALC-unload tests
are sensitive to any concurrent activity in the process. Added
[CollectionBehavior(DisableTestParallelization = true)] to the
harness assembly; stable across 5+ repeated runs since.
EchoPlugin.Tick is no longer a stub — it increments every Ping.Count
in World, which two new integration tests in
Engine.ConformanceHarness/PluginSystemTests.cs exercise end to end: a
plugin loaded from a real collectible ALC registers a system, Schedule
actually invokes that cross-ALC delegate, and it correctly mutates a
component owned by the Default-ALC World. This only works because
PluginLoadContext resolves Sandbox.Echo.Contracts to the copy this
test project references directly, rather than loading a second,
type-incompatible one — the harness's new normal ProjectReference to
Sandbox.Echo.Contracts.csproj makes that a live assertion, not just an
implementation detail no test would notice breaking.
27 tests total now (21 in Engine.Kernel.Tests, 6 in
Engine.ConformanceHarness), all green on a clean build, harness
verified stable across repeated runs.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
This commit is contained in:
@@ -1,4 +1,5 @@
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using System.Numerics;
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using Engine.Kernel.Scheduling;
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namespace Engine.Kernel.World;
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@@ -77,6 +78,8 @@ public sealed class GameObject
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public T? GetComponent<T>() where T : Component
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{
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SystemAccessScope.CheckRead(typeof(T));
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foreach (var component in _components)
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{
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if (component is T match)
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@@ -86,8 +89,19 @@ public sealed class GameObject
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return null;
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}
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/// <summary>
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/// Adding a component requires <c>Writes<T>()</c> — checked here,
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/// at the structural change. What isn't and can't be checked: mutating
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/// a component's own fields after the fact, e.g.
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/// <c>go.GetComponent<T>()!.Value = 5</c>. That's a plain field
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/// write on a plain object, with nothing to intercept it — see
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/// docs/kernel-contract.md §7's note on why components stay plain
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/// classes rather than something that could enforce this fully.
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/// </summary>
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public T AddComponent<T>() where T : Component, new()
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{
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SystemAccessScope.CheckWrite(typeof(T));
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var component = new T();
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_components.Add(component);
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Owner?.IndexComponentAdded(this, component);
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@@ -96,6 +110,8 @@ public sealed class GameObject
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public void RemoveComponent<T>() where T : Component
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{
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SystemAccessScope.CheckWrite(typeof(T));
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for (var i = 0; i < _components.Count; i++)
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{
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if (_components[i] is not T match)
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