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
This commit is contained in:
Emil
2026-09-02 05:07:14 +03:00
co-authored by Claude Sonnet 5
parent 853a81a893
commit 45daa6e114
6 changed files with 319 additions and 133 deletions
+18
View File
@@ -108,6 +108,24 @@ public sealed class GameObject
return component;
}
/// <summary>
/// Attaches an already-constructed component rather than building an
/// empty one — for a caller that only has a runtime <see cref="Type"/>,
/// not a compile-time <c>T</c>. Scene loading is the reason this
/// exists: it deserializes a component straight from JSON into a real
/// instance via <c>JsonSerializer.Deserialize(json, componentType)</c>,
/// and would otherwise need reflection just to call the generic
/// overload above.
/// </summary>
public Component AddComponent(Component component)
{
SystemAccessScope.CheckWrite(component.GetType());
_components.Add(component);
Owner?.IndexComponentAdded(this, component);
return component;
}
public void RemoveComponent<T>() where T : Component
{
SystemAccessScope.CheckWrite(typeof(T));