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Commits
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dcadc57061 |
M4: engine.audio — miniaudio, same narrow-shim shape as engine.physics
native/audio-native/lingua_audio.c wraps miniaudio (vendored at pinned release 0.11.25 — dual public domain/MIT-0, confirmed from the license statement in the file itself) the same way lingua_physics.c wraps Box3D: ma_engine_config/ma_sound_config are large structs with optional callbacks, so nothing but plain int/float/bool/UTF-8-path scalars crosses the P/Invoke boundary, and handles are this shim's own array-index handles into a fixed ma_sound table, not miniaudio's own pointer types. Same DllImport-not-LibraryImport choice too, for the same reason: zero AllowUnsafeBlocks needed anywhere in this plugin. One real addition beyond mirroring the physics shim: Lingua_Audio_Init takes a useNullBackend flag. miniaudio's null backend runs the exact same load/decode/mix/loop pipeline against a device that discards its output — real coverage of this shim's logic without depending on real audio hardware being present (most CI runners have none) or making an automated test run produce actual sound, which nobody expects. Real gameplay (AudioPlugin) always requests the real backend; only Engine.Audio.Tests asks for the null one. engine.audio adds an AudioSource component (ClipPath/Volume/Loop/ PlayOnAwake) and AudioWorld, which — same shape as PhysicsWorld, same reason: no destruction event exists to hook — diffs Query<AudioSource>() against its own tracked set every Stage.Update, loading a clip the first time it sees one, applying Volume/Loop changes only when they actually changed, and unloading sounds whose GameObject is gone. IAudioService exposes Play/Stop/IsPlaying for gameplay code to trigger a sound instead of it only ever firing on PlayOnAwake. 5 new tests, all against the null backend, all passed after fixing one real bug they caught: AudioWorld originally re-attempted loading (and re-warned about) a missing clip on every single Sync call instead of once — MissingClip_WarnsAndDoesNotThrow failed on the first run with 2 warnings instead of 1, fixed by tracking failed-load GameObjects the same way PhysicsWorld already tracks missing-collider ones. Full suite: 86 tests. Not yet verified: actual audible playback through a real device — the null-backend tests prove this plugin's own logic, but nobody has listened to real output yet. Worth doing deliberately, not as a surprise mid-session — flagging rather than just doing it. 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 |