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Commits
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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 |
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faabfc2cb4 |
M4: Linux + Windows CI build pipeline (.github/workflows/build.yml)
The literal thing nothing on this dev machine can verify: whether the build actually runs on Windows at all. Solved by having real CI do it — ubuntu-latest and windows-latest both build the native Box3D/miniaudio shims from source via CMake, build and test the full .NET solution, stage a shippable configuration (engine.windowing/assets/render/input/physics/ audio + physics-demo-game — engine.editor deliberately excluded, that's M4's actual "done when"), and then run it headless against samples/ PhysicsDemo for 200 frames, asserting DemoBox settled at y≈1.0 in the resulting dump. Real physics, real scene load, real plugin loading, proven on both platforms, not just built. Required restructuring the native Content items into per-OS ItemGroups (native/linux-x64/ vs native/win-x64/, selected via $([MSBuild]::IsOSPlatform(...))): linux-x64's .so is committed (built and verified here); win-x64's .dll is never committed — nothing here can build or run one to verify — and only ever exists as something the Windows job produces fresh, in-place, right before `dotnet build`. Caught one real bug dry-running this exact staging locally before trusting it to a workflow run: PluginHost.Load calls Assembly. LoadFromAssemblyPath, which throws on a relative path — the verification step's `--plugins ../../plugins` failed immediately with "is not an absolute path." Every manual verification earlier this session happened to always pass an absolute --plugins path, which is exactly why this never surfaced before. Fixed by resolving to an absolute path before invoking Engine.Host. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N |
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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 |