Commit Graph
3 Commits
Author SHA1 Message Date
EmilandClaude Sonnet 5 978f34727f Implement PluginHost: two-ALC plugin loading, unloading verified live
The centerpiece of the whole "no domain reload" claim, now proven
empirically rather than argued on paper: 200 load/unload cycles against
a real plugin (sandbox.echo), each one checked with a WeakReference
that the collectible ALC actually collected — docs/kernel-contract.md
§4's leak test, previously Skip-marked since the very first scaffold,
now runs and passes (stable across repeated runs).

New pieces, minimal by design:

- PluginLoadContext: the collectible ALC a plugin's implementation
  loads into. Load() defers to whatever's already in the Default ALC
  (Engine.Kernel, the plugin's own Contracts assembly) before
  consulting AssemblyDependencyResolver for genuinely private
  dependencies — the standard .NET plugin pattern, needed so component
  types stay identical across the plugin boundary instead of loading
  as two distinct, incompatible copies.
- PluginHost: reads plugin.json, loads Contracts into the Default ALC
  (once — verified directly, not just inferred from the leak test),
  loads the implementation into a fresh PluginLoadContext, finds the
  IPlugin type via reflection, calls Configure(). Unload() calls
  Shutdown() first, then .Unload()s the ALC and hands back a
  WeakReference for the caller to check.
- Schedule, ServiceRegistry, NullEventBus, ConsoleLogger: minimal real
  implementations of the remaining IPluginContext pieces — no stage
  execution or parallelism in Schedule yet, that's separate Scheduler
  work. Schedule.RemoveAllFrom is the one piece that has to be
  correct now, not later: it's what lets a plugin's Shutdown() actually
  drop the delegate reference into its own collectible ALC, which is
  exactly what the leak test is checking end to end.

Explicitly out of scope for this pass: resolving a project's or
plugin's dependsOn graph to order loading across multiple plugins.
Nothing to test that against yet — sandbox.echo is deliberately the
only, dependency-free fixture. Noted as a TODO on PluginHost rather
than built speculatively.

Sandbox.Echo.csproj gets <EnableDynamicLoading>true</EnableDynamicLoading>
(future plugins with real dependencies will need the deps.json this
generates). Engine.ConformanceHarness.csproj now copies plugin.json and
both built DLLs into one flat directory under its own output, matching
the layout PluginHost.Load(directory) expects — via $(Configuration)/
$(TargetFramework)-aware CopyToOutputDirectory items, correct in
Release too, not just Debug.

17 tests total now (13 in Engine.Kernel.Tests, 4 in
Engine.ConformanceHarness), all passing on a clean build.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:47:23 +03:00
EmilandClaude Sonnet 5 f040f71045 Implement World: GameObject hierarchy, components, type-indexed queries
First real piece of M0 rather than scaffolding. GameWorld : IWorld owns
GameObject creation/destruction, a type-indexed Dictionary<Type,
HashSet<GameObject>> backing Query<T>(), and hierarchy bookkeeping
(roots list, parent/children, cycle rejection on SetParent).

Two corrections to the design doc found while implementing:

- WorldMatrix can't be cached on Transform as described — Transform is
  a plain struct with no reference to the hierarchy it would need to
  compose against. Moved to GameObject.WorldMatrix, computed from the
  parent chain on read; docs/kernel-contract.md and the §3 example
  updated (go.Transform.WorldMatrix -> go.WorldMatrix).
- The concrete World class collided with its own containing namespace
  (Engine.Kernel.World.World), which makes the bare name ambiguous for
  every consumer. Renamed to GameWorld; IWorld and the World folder/
  namespace are unaffected, and the doc never named the concrete class
  either way, so nothing there needed to change.

Also fixed a real correctness bug caught while writing World.Destroy:
a GameObject can carry more than one component of the same type, so
removing one from the type index has to check whether any others of
that type remain before dropping the GameObject from the index set —
tested directly (Query_Still_Finds_A_GameObject_With_A_Duplicate_
Component_After_One_Removal).

12 tests in Engine.Kernel.Tests cover creation, hierarchy (including
cycle rejection), component add/remove/query, destroy cascading
through a subtree, and WorldMatrix composition (verified against a
worked-through parent+child translation, not just asserted).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:33:18 +03:00
EmilandClaude Sonnet 5 1459657408 Scaffold the .sln and M0 project structure
Buildable skeleton matching docs/kernel-contract.md:

- src/Engine.Kernel — the frozen kernel. Interfaces and data types only
  (World, Component, GameObject, Transform, ISchedule, IServiceRegistry,
  IEventBus, ILogger, IPlugin/IPluginContext, plugin.json and project.json
  manifest models). No PluginHost/Scheduler/World implementation yet —
  that's M0's actual work, not scaffolding.
- src/Engine.Host — the CLI runtime entry point, placeholder for now.
- plugins/sandbox.echo — a minimal two-assembly plugin (Contracts in
  Default ALC, implementation in collectible ALC) that exists only to
  exercise the reload loop end to end once PluginHost exists.
- tests/Engine.Kernel.Tests, tests/Engine.ConformanceHarness — wired up
  with one Skip-marked placeholder test each, naming what M0 needs to
  make them real (including the 200-cycle ALC leak test from §4). The
  harness references the sandbox plugin with
  ReferenceOutputAssembly="false" so it loads it dynamically by path
  instead of linking its types into its own Default ALC.
- samples/EmptyProject — a starter project.json.
- Directory.Build.props centralizes shared settings across every
  project, including AllowUnsafeBlocks=false to enforce the §7 rule at
  the build level rather than by convention.

Solution builds clean and `dotnet test` runs both placeholders as
Skipped (not failing) — confirms the wiring, not the engine.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:26:08 +03:00