Close M0: headless CLI, JSON world dump, project-level plugin loading
The last piece of the agent loop from docs/kernel-contract.md §7:
- WorldDumper serializes a World to JSON — every GameObject, its
transform, its components (arbitrary plugin-defined classes, so this
leans on System.Text.Json's own reflection with IncludeFields=true,
since components are public fields, not properties). Components are
a list of {type, data}, not a dictionary keyed by type name:
AddComponent<T>() doesn't enforce uniqueness, so a GameObject can
carry two components of the same type, and a dictionary would throw
on exactly that case — tested directly.
- PluginHost.LoadProject reads a project.json and resolves each
referenced plugin id against engine + project-local search paths,
finally putting ProjectManifest/PluginReference to use — they'd sat
unused since the very first scaffold commit.
- Engine.Host is a real CLI now: `engine run --headless --plugins <dir>
--project <project.json> --frames <n> [--dump <path>]`. --scene and
--assert are explicitly rejected with a message pointing at why
(no scene format yet — that's M2; no query DSL was ever actually
specified for --assert, and jq over a plain JSON dump already covers
that need), rather than silently ignored or generically rejected.
Same for `engine diag why-pinned`: nothing has ever failed to unload
in testing, so there's nothing to build that against yet.
- EchoPlugin now seeds one Ping-bearing GameObject in Configure() —
sandbox.echo is documented as a test fixture, not a real subsystem,
and there's no scene format yet to seed content any other way.
Verified by hand, not just by unit tests, since Program.cs itself
isn't covered by any: assembled a real flat plugin directory
(plugin.json + both built DLLs) and actually ran the CLI against
sandbox.echo end to end — 3 frames in, Ping.Count came back 3 in the
dump. Also checked every "not implemented" path (--scene, `diag`,
missing required args) prints its intended message rather than a
generic error.
32 tests total now (26 in Engine.Kernel.Tests, 6 in
Engine.ConformanceHarness), all green on a clean build.
README's Status section updated — M0 was the whole reason this
project exists (fast iteration without Unity's domain reload), and
that claim is no longer just architecture on paper.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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using System.Text.Json;
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using Engine.Kernel.World;
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namespace Engine.Kernel.Diagnostics;
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/// <summary>
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/// Serializes a World to JSON for the headless introspection loop described
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/// in docs/kernel-contract.md §7 — an agent's only way to see the effect of
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/// an edit without a screen. Read-only and outside any system's execution,
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/// so it isn't subject to SystemAccessScope enforcement.
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///
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/// Component types are arbitrary plugin-defined classes, so this leans on
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/// System.Text.Json's own reflection rather than anything bespoke —
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/// including IncludeFields, since components are plain public fields
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/// (docs/kernel-contract.md §1), not properties.
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/// </summary>
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public static class WorldDumper
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{
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private static readonly JsonSerializerOptions Options = new()
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{
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WriteIndented = true,
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IncludeFields = true,
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};
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public static string ToJson(IWorld world)
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{
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var roots = world.Roots.Select(Dump).ToList();
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return JsonSerializer.Serialize(roots, Options);
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}
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private static object Dump(GameObject go) => new
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{
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name = go.Name,
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transform = new
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{
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position = ToArray(go.Transform.LocalPosition),
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rotation = new[]
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{
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go.Transform.LocalRotation.X, go.Transform.LocalRotation.Y,
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go.Transform.LocalRotation.Z, go.Transform.LocalRotation.W,
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},
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scale = ToArray(go.Transform.LocalScale),
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},
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// A list, not a dictionary keyed by type name: AddComponent<T>()
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// doesn't enforce uniqueness (see the World row in §2), so a
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// GameObject can legitimately carry two components of the same
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// type. A dictionary would throw on the very case this needs to
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// represent correctly.
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components = go.Components
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.Select(c => new { type = c.GetType().Name, data = (object)c })
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.ToList(),
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children = go.Children.Select(Dump).ToList(),
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};
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private static float[] ToArray(System.Numerics.Vector3 v) => [v.X, v.Y, v.Z];
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}
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