M2, part one: scene format — World actually saves and loads now
The first half of M2's "done when" (a scene loads and saves) rather than the whole milestone — the asset hot-reload half is a comparably sized, separate chunk of work, staged on its own rather than crammed in alongside this. SceneFormat replaces WorldDumper rather than sitting next to it: there was never a real reason for "what an agent reads to check a frame" (the existing --dump) and "what a scene file actually is" to be two different JSON shapes, and keeping them one removes the question of which shape a save/load round trip is supposed to match. Moved from Engine.Kernel.Diagnostics to Engine.Kernel.World to match — this is core content loading now, not a debug tool that happens to also serialize things. Components are tagged "TypeFullName, AssemblyName" (partial-name form, deliberately no version) so Type.GetType resolves them against whatever's loaded regardless of an incidental version bump on the plugin that defines them — full four-part AssemblyQualifiedName would have made every saved scene brittle against that. Loading a scene whose component type isn't loaded fails loudly, naming the missing type, rather than silently dropping data. New kernel API this needed: GameObject.AddComponent(Component) — attaches an already-constructed instance, for a caller (the deserializer) that only has a runtime Type from a file, not a compile-time T. Deserializing straight into a real instance via JsonSerializer.Deserialize(json, componentType) and attaching that is simpler and more certain than constructing an empty component through reflection and then trying to populate it after the fact. Engine.Host: --scene now does something (was an explicit "not implemented yet" since the very first CLI pass) — loads additively after every plugin in --project, since a scene's component type tags only resolve once the plugin defining them has loaded its Contracts assembly. Verified beyond the round-trip unit tests: two separate real CLI runs, sandbox.echo both times. Run 1 ticks 3 frames and dumps a scene (Ping.Count: 3). Run 2 loads that scene fresh alongside its own newly-seeded Ping (Count: 0) and ticks 2 more frames — dump shows Count: 2 for the fresh one and Count: 5 for the loaded one. Not just "the file round-trips" — the loaded component's state kept being a real, live, Scheduler-ticked object across the save/load boundary. 44 tests in Engine.Kernel.Tests now (up from 40 — 3 carried over from WorldDumperTests plus 4 new round-trip/error-path tests), 8 in Engine.ConformanceHarness unaffected. All green on a clean build. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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@@ -108,6 +108,24 @@ public sealed class GameObject
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return component;
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}
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/// <summary>
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/// Attaches an already-constructed component rather than building an
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/// empty one — for a caller that only has a runtime <see cref="Type"/>,
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/// not a compile-time <c>T</c>. Scene loading is the reason this
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/// exists: it deserializes a component straight from JSON into a real
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/// instance via <c>JsonSerializer.Deserialize(json, componentType)</c>,
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/// and would otherwise need reflection just to call the generic
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/// overload above.
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/// </summary>
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public Component AddComponent(Component component)
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{
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SystemAccessScope.CheckWrite(component.GetType());
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_components.Add(component);
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Owner?.IndexComponentAdded(this, component);
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return component;
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}
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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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@@ -0,0 +1,126 @@
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using System.Numerics;
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using System.Text.Json;
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namespace Engine.Kernel.World;
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/// <summary>
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/// Save and load a World. Doubles as the headless introspection dump from
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/// docs/kernel-contract.md §7 (previously a separate WorldDumper) — there
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/// was never a real reason for "what an agent reads to check a frame" and
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/// "what a scene file actually is" to be two different JSON shapes, and
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/// keeping them one removes the question of which one a save/load round
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/// trip is supposed to match. Read/write both happen outside any system's
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/// execution, so neither is 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. A component is tagged
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/// with "TypeFullName, AssemblyName" (partial-name form, no version) —
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/// exact enough for Type.GetType to resolve it against whatever's loaded,
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/// loose enough that a plugin's incidental version bump doesn't strand
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/// every scene that references it.
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/// </summary>
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public static class SceneFormat
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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 void Save(IWorld world, string path) =>
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File.WriteAllText(path, ToJson(world));
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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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/// <summary>
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/// Additive: creates whatever this file describes in <paramref
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/// name="world"/> without touching what's already there. A "replace
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/// everything" load is the caller's call to make (Destroy the existing
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/// roots first) — additive is the more fundamental operation, and nothing
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/// today needs the other one.
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/// </summary>
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public static void Load(IWorld world, string path) =>
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FromJson(world, File.ReadAllText(path));
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public static void FromJson(IWorld world, string json)
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{
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using var doc = JsonDocument.Parse(json);
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foreach (var element in doc.RootElement.EnumerateArray())
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Build(world, element, parent: null);
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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 = TypeTag(c.GetType()), 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 void Build(IWorld world, JsonElement element, GameObject? parent)
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{
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var go = world.CreateGameObject(element.GetProperty("name").GetString()!);
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var transform = element.GetProperty("transform");
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var position = transform.GetProperty("position");
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var rotation = transform.GetProperty("rotation");
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var scale = transform.GetProperty("scale");
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go.Transform = new Transform
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{
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LocalPosition = new Vector3(
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position[0].GetSingle(), position[1].GetSingle(), position[2].GetSingle()),
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LocalRotation = new Quaternion(
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rotation[0].GetSingle(), rotation[1].GetSingle(),
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rotation[2].GetSingle(), rotation[3].GetSingle()),
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LocalScale = new Vector3(scale[0].GetSingle(), scale[1].GetSingle(), scale[2].GetSingle()),
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};
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foreach (var componentElement in element.GetProperty("components").EnumerateArray())
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{
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var typeTag = componentElement.GetProperty("type").GetString()!;
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var componentType = Type.GetType(typeTag)
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?? throw new InvalidOperationException(
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$"Scene references component type '{typeTag}', which isn't loaded. " +
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"Load the plugin that provides it before loading this scene.");
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var component = (Component)JsonSerializer.Deserialize(
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componentElement.GetProperty("data").GetRawText(), componentType, Options)!;
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go.AddComponent(component);
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}
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if (parent is not null)
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go.SetParent(parent);
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foreach (var childElement in element.GetProperty("children").EnumerateArray())
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Build(world, childElement, go);
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}
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private static string TypeTag(Type type) => $"{type.FullName}, {type.Assembly.GetName().Name}";
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private static float[] ToArray(Vector3 v) => [v.X, v.Y, v.Z];
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}
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