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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