2 Commits
Author SHA1 Message Date
EmilandClaude Sonnet 5 cd8f221ddd 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
2026-09-02 20:57:08 +03:00
EmilandClaude Sonnet 5 792b626396 M4: engine.physics — Box3D, over a narrow, verified P/Invoke shim
native/physics-native/lingua_physics.c wraps Box3D at a specific pinned
commit (47d7f7c — Box3D has no 1.0 release yet, and its only tag, v0.1.0,
already diverges from this API, confirmed by diffing headers rather than
assuming). The wrapper is deliberately narrow: Box3D's own b3WorldDef/
b3BodyDef/b3ShapeDef are large structs with function pointers, and
b3BoxHull's own doc comment says it "has data hanging off the end and
cannot be directly copied" — none of that crosses the P/Invoke boundary.
Every exported Lingua_* function takes and returns only plain int32/float/
bool scalars, and handles are this shim's own array-index handles, not
Box3D's id structs. C# binds them with classic DllImport rather than the
newer LibraryImport specifically because LibraryImport's generated
marshalling needs AllowUnsafeBlocks even for an all-scalar signature like
every one of these — DllImport needs none, keeping this plugin inside the
kernel's "no unsafe in the v1 hot path" rule with no exception required.

engine.physics adds Rigidbody/BoxCollider/SphereCollider components and
PhysicsWorld, which diffs Query<Rigidbody>() against its own tracked set
every Stage.FixedUpdate (there's no destruction event to hook) to create
and destroy native bodies, steps Box3D once per invocation — Engine.Host's
accumulator decides how many times that runs per frame, not this plugin —
and writes each body's resulting transform back to GameObject.Transform.
IPhysicsService exposes ApplyLinearImpulse/Get/SetLinearVelocity for
gameplay code.

Verified twice: a standalone C smoke test against the native shim alone
(a box dropped from y=5 onto a static ground settles at y≈1.0, exactly
where the two half-heights sum to), and the full pipeline through Engine.
Host — a headless run with a real scene, --dump showing the same box
settling at y=0.9999 after physics, scene load, and Stage.FixedUpdate all
went through the real kernel. 5 new automated tests in Engine.Physics.
Tests cover the same settling behavior for both shapes, a missing-collider
warning that fires once and doesn't throw, cleanup after a GameObject is
destroyed mid-simulation, and that an applied impulse actually changes
velocity — all passed on the first run.

Physics-enabled GameObjects must be root-level for now: PhysicsWorld
writes Box3D's world-space transform straight into LocalPosition/
LocalRotation, correct only when local and world space are the same
thing. A parented rigidbody needs the same parent-WorldMatrix-inverse
handling GizmoMath.WorldToLocalPosition already does for the gizmo — real,
not-yet-done work, not silently wrong.

Full suite: 81 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 17:05:39 +03:00