Fix: exiting Play mode from the editor's own Stop button crashed
Real bug, caught by hand (not by any automated test): clicking Stop in the Lingua Editor panel threw InvalidOperationException — "A system structurally changed 'QuadRenderer' without declaring Writes<QuadRenderer>()". Root cause: GameWorld.Restore rebuilds the world via GameObject. AddComponent, which SystemAccessScope checks. That's fine when Restore is called from unconstrained code — every existing WorldSnapshotTests test calls it directly, outside any system, which is exactly why none of them caught this. But PlayModeController.ExitPlay is called from inside EditorPlugin's own Stage.Render system (the button click handler runs as part of DrawUi), which correctly declares no Reads/Writes at all — it has no compile-time knowledge of QuadRenderer or any other game's component types. So the ambient SystemAccessScope was still active when Restore tried to rebuild them. SystemAccessScope's own doc comment already said "editor code... [is] unconstrained by design" — true only when the call happened to originate outside a system's scope, not actually true in general. Fixed with SystemAccessScope.Suspend(), which GameWorld.Restore now wraps its entire rebuild in: Restore is a bulk, whole-world reset regardless of who calls it, the same category of operation Destroy already is (which never went through the checked RemoveComponent path to begin with). New regression test reproduces the exact shape: a system with no declared access calling Restore, run through the real Schedule — not calling SystemAccessScope directly, and not calling Restore outside a system either, which is why this slipped through the first time. Passed immediately after the fix; would have failed loudly before it. Full suite: 87 tests. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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@@ -113,6 +113,12 @@ public sealed class GameWorld : IWorld
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public void Restore(string snapshot)
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{
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// Suspended for the whole rebuild, not just around AddComponent:
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// Restore is a bulk, whole-world reset regardless of which system
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// (if any) happened to call it — see SystemAccessScope.Suspend's
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// own doc comment for why this is a real, not hypothetical, fix.
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using var _ = SystemAccessScope.Suspend();
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foreach (var root in Roots.ToArray())
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Destroy(root);
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