Commit Graph
6 Commits
Author SHA1 Message Date
EmilandClaude Sonnet 5 88e0afa46b Fix: exiting Play mode from the editor's own Stop button crashed
Real bug, caught by hand (not by any automated test): clicking Stop in
the Lingua Editor panel threw InvalidOperationException — "A system
structurally changed 'QuadRenderer' without declaring Writes<QuadRenderer>()".

Root cause: GameWorld.Restore rebuilds the world via GameObject.
AddComponent, which SystemAccessScope checks. That's fine when Restore is
called from unconstrained code — every existing WorldSnapshotTests test
calls it directly, outside any system, which is exactly why none of them
caught this. But PlayModeController.ExitPlay is called from inside
EditorPlugin's own Stage.Render system (the button click handler runs as
part of DrawUi), which correctly declares no Reads/Writes at all — it has
no compile-time knowledge of QuadRenderer or any other game's component
types. So the ambient SystemAccessScope was still active when Restore
tried to rebuild them.

SystemAccessScope's own doc comment already said "editor code... [is]
unconstrained by design" — true only when the call happened to originate
outside a system's scope, not actually true in general. Fixed with
SystemAccessScope.Suspend(), which GameWorld.Restore now wraps its entire
rebuild in: Restore is a bulk, whole-world reset regardless of who calls
it, the same category of operation Destroy already is (which never went
through the checked RemoveComponent path to begin with).

New regression test reproduces the exact shape: a system with no declared
access calling Restore, run through the real Schedule — not calling
SystemAccessScope directly, and not calling Restore outside a system
either, which is why this slipped through the first time. Passed
immediately after the fix; would have failed loudly before it.

Full suite: 87 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 17:24:14 +03:00
EmilandClaude Sonnet 5 c2bcb9b9fe M4: Stage.FixedUpdate + Time's fixed-step accumulator
Both were explicitly deferred to M4 by ITime and Stage's own doc comments
back when they were written: a FixedUpdate stage with no real accumulator
behind it would be actively misleading, and building the accumulator with
no physics system to test it against would be untested speculative
machinery. engine.physics (next) is the real consumer.

Time.ConsumeFixedSteps accumulates DeltaTime and hands back how many
FixedDeltaTime-sized (1/50s) steps it can pay for, capped at 5 per frame
so a real stall becomes visible lag instead of a catch-up burst of
physics steps. Engine.Host calls it once per frame in both the headless
and windowed loops, running Stage.FixedUpdate that many times before
Stage.Update — gated by IPlayModeController.IsPlaying the same way Update
already is, and only accumulating time while actually playing, so
entering Play doesn't open with a burst of steps for however long Edit
mode had been sitting idle.

3 new tests on the accumulator itself (below-one-step, whole-steps-plus-
remainder, the 5-step cap under a simulated stall). Full suite: 76 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 16:54:08 +03:00
EmilandClaude Sonnet 5 4c67c2c905 M3: editor shell boots — ImGui overlay drawn over the live scene
Introduces engine.editor, a new plugin that renders an ImGui panel on top
of whatever the scene is drawing, using Silk.NET.OpenGL.Extensions.ImGui's
ImGuiController against the same GL context and window engine.render
already owns.

Getting the overlay to actually show up in the same frame (not delayed by
one, which is what happens if UI draws after SwapBuffers) required
splitting engine.render's Draw system: SwapBuffers moves out into its own
Present system on a new Stage.Present, run by Engine.Host after every
Stage.Render system — this plugin's Draw and, now, engine.editor's ImGui
pass — has drawn into the same back buffer. Stage.Present is the second
addition to the frame stage set (after FixedUpdate was scoped out for M4);
docs/kernel-contract.md already committed to the set being fixed and
kernel-defined, not plugin-extensible, and to only adding a stage when
there's something real to run in it — SwapBuffers already needed
somewhere to live once a second Render-stage system existed to race it.

Also extends IEngineInput with a Native IInputContext property, the same
escape hatch IEngineWindow.Native already is — ImGuiController's
constructor needs the raw Silk.NET input context directly.

Verified with a real windowed run: --screenshot after 5 frames shows the
"Lingua" ImGui panel (FPS/frame counters) correctly composited over the
still-correct 3D checkerboard quad from the M3 camera pipeline, in the
same frame. Full suite still green: 65 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 16:17:51 +03:00
EmilandClaude Sonnet 5 17f66c4de5 Implement Scheduler: stage execution, conflict batching, debug enforcement
Schedule gains real execution on top of the registration bookkeeping
from the PluginHost pass: RunStage(stage, world) runs every system
registered for a stage, and Reads<>/Writes<>() declarations are
enforced live via SystemAccessScope — a system touching a component it
didn't declare throws immediately, with a message naming the
violation, from GameWorld.Query<T>() and GameObject.GetComponent<T>()/
AddComponent<T>()/RemoveComponent<T>(). Outside of a running system
(editor code, tests, scene construction) nothing is enforced.

Scope cut made deliberately, not by accident: systems are grouped into
conflict-free batches by declared access (ComputeBatches, tested
directly), but batches run sequentially rather than on real threads.
Actually parallelizing them needs GameWorld's structural changes
(Create/Destroy/AddComponent/RemoveComponent) deferred to a command
buffer first — without that, two systems with disjoint *declared*
types can still race on shared storage, since AddComponent<T>() on a
GameObject mutates that object's own component list regardless of T.
Building real concurrency on top of a known thread-safety hole would
be worse than not building it yet. Noted as a TODO on RunStage.

Two real bugs found and fixed while wiring this up, not designed in
from the start:

- ISchedule.Add took `Delegate`, and a lambda passed there doesn't
  reliably compile down to `Action<IWorld>` at runtime — the
  compiler's natural-type inference for lambdas (as opposed to method
  groups, which do work this way) can synthesize a different, private
  delegate type instead, so `is Action<IWorld>` silently failed for
  every lambda-registered system. Changed Add's parameter type to
  Action<IWorld> directly, which sidesteps the inference question
  entirely — found by ScheduleTests actually using lambdas, which
  EchoPlugin's method-group-based Tick had been masking.
- AlcUnloadTests started failing intermittently ("ALC survived unload
  cycle 3") once PluginSystemTests existed alongside it — xUnit
  parallelizes across test classes by default, and ALC-unload tests
  are sensitive to any concurrent activity in the process. Added
  [CollectionBehavior(DisableTestParallelization = true)] to the
  harness assembly; stable across 5+ repeated runs since.

EchoPlugin.Tick is no longer a stub — it increments every Ping.Count
in World, which two new integration tests in
Engine.ConformanceHarness/PluginSystemTests.cs exercise end to end: a
plugin loaded from a real collectible ALC registers a system, Schedule
actually invokes that cross-ALC delegate, and it correctly mutates a
component owned by the Default-ALC World. This only works because
PluginLoadContext resolves Sandbox.Echo.Contracts to the copy this
test project references directly, rather than loading a second,
type-incompatible one — the harness's new normal ProjectReference to
Sandbox.Echo.Contracts.csproj makes that a live assertion, not just an
implementation detail no test would notice breaking.

27 tests total now (21 in Engine.Kernel.Tests, 6 in
Engine.ConformanceHarness), all green on a clean build, harness
verified stable across repeated runs.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:59:02 +03:00
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 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