Fix real bugs from independent review (docs/review-handoff.md)

A second AI session read the whole codebase in parallel (read-only, no
code changes) and left a handoff doc. Addressed the correctness findings:

- PhysicsWorld.Sync's early return compared _bodies.Count to live.Count,
  not their contents — same size, different membership (destroy one
  tracked GameObject, gain one untracked-because-no-collider one; or any
  Restore where the scene has both a Rigidbody+collider object and a
  Rigidbody-without-one) skipped cleanup entirely, leaking the native
  Box3D body forever. Fixed by checking the actual stale set. Two new
  regression tests reproduce the review's own two scenarios via a new
  Lingua_GetBodyCount native export, asserting on the native table's own
  count rather than PhysicsWorld's C#-side bookkeeping.
- TryCreateBody stored handle -1 (native shim refused: invalid world, or
  its 8192-slot body table full) as if it were real — every later
  GetBodyTransform on it silently teleported the GameObject to the
  origin with a degenerate rotation, no error anywhere. Now checked and
  warned once, same as the missing-collider case.
- PluginHost.Load didn't roll back anything when Configure threw partway
  through: Schedule.Add/Events.Subscribe registrations it already made
  stayed forever, and its ALC was never unloaded — neither loaded (no
  _loaded entry) nor cleanly unloadable. Fixed with try/catch: best-effort
  Shutdown (the only thing that knows which services this plugin
  provided), RemoveAllFrom on both Schedule and EventBus, best-effort ALC
  unload, rethrow. New fixture plugin (sandbox.failing-configure, mirrors
  sandbox.echo's own real-load pattern) registers a system against a
  shared Ping component then throws, so FailedConfigureRollbackTests can
  assert the dangling system actually stops firing — an earlier version
  tried to prove this via AssemblyLoadContext.All instead, which passed
  even against the deliberately-reverted buggy code (the ALC turned out
  to get collected either way once its only references went out of
  scope); watching the dangling system is what actually distinguishes
  rolled-back from not, confirmed by deliberately reverting the fix and
  watching this specific test fail before restoring it.
- Engine.Host's "r <id>" left a plugin unloaded on a failed reload with
  no honest indication of that, and retrying threw "not loaded" instead
  of ever reaching Load again. Added PluginHost.IsLoaded so the handler
  only calls Unload when there's something to unload, and the failure
  message now says the plugin is unloaded, not just "failed."
- AssetService.ReloadWithRetry's `when (attempt < 4)` guard meant the
  5th and final IOException fell out of the loop and propagated from a
  discarded fire-and-forget Task — no log, no event, nothing. Now logged.
- EditorState.Selected kept pointing at a GameObject Restore had already
  destroyed after ExitPlay, so Inspector/gizmo would silently keep
  editing something no longer in the world. EditorPlugin.DrawUi now
  compares IsPlaying against its own previous frame (not just reacting to
  the Stop button) so this is caught whether Play was exited via the
  button or the "stop" stdin command — the same stdin-vs-real-control gap
  already hit once earlier this session — and re-resolves the selection
  by name.
- README.md and kernel-contract.md's Event Bus/Time rows had fallen a
  milestone behind (still said "no asset system yet" and "no fixed-step
  accumulator yet" after both shipped).

Full suite: 98 tests.

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 20:57:08 +03:00
co-authored by Claude Sonnet 5
parent faabfc2cb4
commit cd8f221ddd
18 changed files with 439 additions and 16 deletions
+17 -2
View File
@@ -116,8 +116,23 @@ and is unit-tested on its own — including the case a screenshot can't
easily catch, dragging an object parented under a non-uniformly-scaled
parent.
No physics yet — see the build order (M0–M4) in
[`docs/kernel-contract.md`](docs/kernel-contract.md) for what's next.
**M4 in progress.** `engine.physics` wraps Box3D and `engine.audio` wraps
miniaudio, both through a deliberately narrow C shim — neither library's
own config structs (large, with function pointers and, for Box3D, at
least one type that "cannot be directly copied") cross the P/Invoke
boundary, only plain scalars and handles do. `samples/PhysicsDemo` ties
physics, audio, input, and rendering together in one running project with
`engine.editor` deliberately left out of its `project.json` — the
shippable configuration, not the dev one. `.github/workflows/build.yml`
builds and tests both native shims and the full solution on real
`ubuntu-latest` and `windows-latest` runners, since nothing on a single
Linux dev machine can otherwise verify the Windows half of M4's own "done
when." Still open: the build pipeline hasn't actually run on GitHub yet
(pending a `workflow` OAuth scope grant), and M4's "one small game"
target is the physics demo so far, not yet a scored 20-minute one.
See the build order (M0–M4) in
[`docs/kernel-contract.md`](docs/kernel-contract.md) for the rest.
Design and implementation are argued over in the same place: the doc is
still the thing to disagree with before code changes to match.