Commit Graph
5 Commits
Author SHA1 Message Date
EmilandClaude Sonnet 5 f6d9ea896f Close M1: real triangle, engine.input, screenshot-to-file capture
All three plugins M1 called for now exist over Silk.NET, and the
milestone's actual claim is proven against a live GL context, not
just argued: edit a plugin's code, rebuild just it, reload it while a
real window stays open, see the change with no app restart. Verified
directly this time — two PNGs of the same running window, before and
after a live reload (orange triangle -> green, same process, same
window, same GL context throughout) — not by analogy to the earlier
clear-color version.

engine.render, upgraded from clear-color to real geometry:
- Vertex/fragment shaders compiled and linked at Configure() time,
  with real error checking (GetShader/GetProgram *Status + InfoLog on
  failure) rather than trusting hand-typed GLSL to just work.
- VAO/VBO for a hardcoded triangle; Shutdown() deletes all three GL
  objects rather than leaking them across reloads.
- unsafe confined to Configure() (VertexAttribPointer takes a raw
  offset pointer) via a narrow, documented override of
  Directory.Build.props' default — native graphics interop, not the
  kernel data structures docs/kernel-contract.md §7 was written
  against.

engine.input: publishes IEngineInput (keyboard state) via Silk.NET.Input.
Reuses Silk.NET's own Key enum rather than inventing one, same call as
IEngineWindow.Native. Loads and constructs cleanly against a real
window; nothing reacts to it yet since there's no gameplay code to.

IScreenCapture (new, engine.render): reads the frame back via
ReadPixels and writes a PNG. No SixLabors.ImageSharp — checked its
license first and it isn't MIT/Apache (revenue-gated), which would
have been a real surprise for downstream users of an MIT engine.
PngWriter is a from-scratch encoder instead: ZLibStream (BCL, .NET 6+)
for the one genuinely hard part, a correctly zlib-wrapped DEFLATE
stream; chunk framing and CRC32 are small enough to get right and to
verify by actually decoding files this wrote (done repeatedly, by
hand, across this session).

Engine.Host: "screenshot <path>" joins "r <plugin-id>" as a live
stdin command, plus a non-interactive --screenshot/--screenshot-after-
frames pair that captures once and exits — for scripts and agents that
can't easily hold a pipe open into a long-running process.

Real bug found and fixed in PluginHost, not specific to any one
environment: loading a Contracts assembly into the Default ALC never
set up resolution for ITS OWN dependencies. engine.windowing's and
engine.render's Contracts both need Silk.NET packages and loaded fine
anyway, by accident — Engine.Host references those two Contracts
projects directly (to drive the windowed loop and screenshot capture),
so their dependencies were already sitting in Engine.Host's own output
directory. engine.input's Contracts has no such lucky coincidence and
failed with a real FileNotFoundException. Fixed by hooking
AssemblyLoadContext.Default.Resolving with an AssemblyDependencyResolver
per loaded Contracts path — mirroring what PluginLoadContext already
does for collectible ALCs, applied to the one path that never had it.
Hooked once per process via a static list/flag, not per PluginHost
instance, specifically to avoid a PluginHost instance becoming
unreclaimable through its own event subscription.

Not covered by automated tests, deliberately, same reasoning as the
windowing/render pass: opening a real window and reading back a real
framebuffer both need a real display. Verified by hand instead,
documented above and in commit history rather than asserted.

README status: M1 done, not "in progress."

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 04:42:54 +03:00
EmilandClaude Sonnet 5 c5d3807a0f M1 (in progress): engine.windowing + engine.render, hot-reload proven live
The first plugins with a real external dependency (Silk.NET) and the
first that need a display. Both built, both verified by hand against
a real window and a live GL context — not just "compiles."

engine.windowing:
- IEngineWindow, not IWindow — Silk.NET's own windowing type already
  owns that name; same lesson as the kernel's World -> GameWorld
  rename, applied proactively this time instead of hitting the build
  error first. docs/kernel-contract.md's §3 illustrative example
  updated to match.
- Exposes the real Silk.NET IWindow directly (IEngineWindow.Native)
  rather than re-wrapping it — GL context creation and event pumping
  both need it, and hiding it buys nothing yet.

engine.render:
- Minimal: glClear + SwapBuffers against a hardcoded color, no mesh.
  Enough to prove M1's actual claim, which has nothing to do with
  triangles specifically: edit a plugin, rebuild just it, reload it
  while a real window stays open, see the change with no app restart.
- No Contracts assembly — PluginManifest.Contracts is now nullable
  rather than forcing an empty assembly into existence just to satisfy
  the schema; PluginHost.Load skips the Default-ALC step when absent.

Engine.Host:
- --windowed alongside --headless: pumps window events plus
  Stage.Update/Stage.Render each frame instead of a bounded --frames
  loop. References Engine.Windowing.Contracts directly (never the
  implementation) to know how to drive that loop — same "Contracts
  are safe to share" pattern already proven for Sandbox.Echo.Contracts.
- New: typing "r <plugin-id>" + Enter reloads that plugin live. Not a
  file watcher (still not built), but real Unload+Load through the
  same PluginHost path, against a running window — this is what
  actually exercised the hot-reload claim below.
- IServiceRegistry gained TryRequire<T> so Engine.Host can ask "is a
  window available" without treating its absence as an error; a
  plugin's own Configure()/Shutdown() should keep using Require().

Verified end to end by hand: opened the window, watched it render its
hardcoded color, edited RenderPlugin.cs's ClearColor, rebuilt only
that project, typed "r engine.render" into the running process, and
watched the color change with the same window and GL context still
alive. Also found and documented a real platform gotcha along the
way: on Wayland (unlike X11), a window with no committed buffer isn't
shown at all, not even as a black rectangle — engine.windowing alone
produces an invisible window; engine.render's first Clear+SwapBuffers
is what actually makes it appear. Noted directly on RenderPlugin.

Not covered by automated tests, deliberately: opening a real window
needs a real display, which isn't safe to assume of every environment
this runs in. ServiceRegistry.TryRequire<T> and the null-Contracts
path in PluginHost are unit-tested; the window/render/reload flow is
described here and was checked by hand instead.

README status updated: M1 in progress, not done — engine.input and an
actual drawn triangle (vs. a clear color) are still open.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 04:19:32 +03:00
EmilandClaude Sonnet 5 246b969744 Close M0: headless CLI, JSON world dump, project-level plugin loading
The last piece of the agent loop from docs/kernel-contract.md §7:

- WorldDumper serializes a World to JSON — every GameObject, its
  transform, its components (arbitrary plugin-defined classes, so this
  leans on System.Text.Json's own reflection with IncludeFields=true,
  since components are public fields, not properties). Components are
  a list of {type, data}, not a dictionary keyed by type name:
  AddComponent<T>() doesn't enforce uniqueness, so a GameObject can
  carry two components of the same type, and a dictionary would throw
  on exactly that case — tested directly.
- PluginHost.LoadProject reads a project.json and resolves each
  referenced plugin id against engine + project-local search paths,
  finally putting ProjectManifest/PluginReference to use — they'd sat
  unused since the very first scaffold commit.
- Engine.Host is a real CLI now: `engine run --headless --plugins <dir>
  --project <project.json> --frames <n> [--dump <path>]`. --scene and
  --assert are explicitly rejected with a message pointing at why
  (no scene format yet — that's M2; no query DSL was ever actually
  specified for --assert, and jq over a plain JSON dump already covers
  that need), rather than silently ignored or generically rejected.
  Same for `engine diag why-pinned`: nothing has ever failed to unload
  in testing, so there's nothing to build that against yet.
- EchoPlugin now seeds one Ping-bearing GameObject in Configure() —
  sandbox.echo is documented as a test fixture, not a real subsystem,
  and there's no scene format yet to seed content any other way.

Verified by hand, not just by unit tests, since Program.cs itself
isn't covered by any: assembled a real flat plugin directory
(plugin.json + both built DLLs) and actually ran the CLI against
sandbox.echo end to end — 3 frames in, Ping.Count came back 3 in the
dump. Also checked every "not implemented" path (--scene, `diag`,
missing required args) prints its intended message rather than a
generic error.

32 tests total now (26 in Engine.Kernel.Tests, 6 in
Engine.ConformanceHarness), all green on a clean build.

README's Status section updated — M0 was the whole reason this
project exists (fast iteration without Unity's domain reload), and
that claim is no longer just architecture on paper.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 01:07:36 +03:00
EmilandClaude Sonnet 5 7fe966e42f README: state that development is primarily agent-driven
Surfaces the constraint that already shapes several kernel decisions
(GameObject/Component over ECS, explicit registration, the headless
introspection surface) instead of leaving it only in the internal spec.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:19:50 +03:00
EmilandClaude Sonnet 5 043ff432e2 Initial commit: project scaffold and kernel contract v0
Lay out the design that everything else builds on: a small frozen
kernel plugins treat as a shared language, the plugin contract, the
two-assembly hot-reload model, and the build order through M4.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:04:01 +03:00