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
349 lines
17 KiB
Markdown
349 lines
17 KiB
Markdown
# Kernel Contract v0
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A draft, not a final decision. The microkernel, the plugin contract, and the
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hot-reload model for Lingua Engine — a modular engine on C#/.NET, with a
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constraint that shapes half the decisions below: most of the code, kernel and
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plugins alike, will be written by an LLM agent rather than a human.
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- **Stack** — .NET 9, C# 13
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- **Platforms** — Linux, Windows
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- **Kernel** — BCL only, no dependencies
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- **Primary author** — an agent
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- **Goal** — Play-in-editor with no domain reload
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---
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## 1. Principle: the kernel is a shared language, not "the engine minus plugins"
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The tempting version of "everything is a plugin" makes even the ECS a plugin.
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That's a trap: if every other plugin depends on the ECS plugin, the ECS *is*
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the kernel already — just with an extra layer of indirection and none of the
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stability guarantees a kernel should provide.
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**What becomes a plugin is behavior, not the shared data model.**
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The kernel is a *lingua franca*: the minimal set of types and mechanisms
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plugins need in order to understand each other at all. Anything two
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independent plugins are required to agree on lives in the kernel. Everything
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else lives outside it.
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This is how every plugin architecture that survived contact with reality is
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built — Eclipse, VS Code, OSGi, Bevy: a small, stable, extensible kernel plus
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everything else on top. Trying to make the shared language itself swappable
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produces either indirection overhead or a kernel so empty it guarantees
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nothing.
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## 2. Scope: what's in, what's out
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### Kernel — roughly 4,000 lines, BCL only
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| # | Piece | Role |
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|---|---|---|
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| 01 | **World** | ECS storage: entities, components, queries. Sparse sets on typed arrays, zero `unsafe` — see §7. |
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| 02 | **Scheduler** | Frame stages, topological system ordering, parallelism from access conflicts, and debug-mode enforcement of declared access — see §7. |
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| 03 | **Plugin Host** | Manifest parsing, dependency resolution, ALC loading, unloading, reload. |
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| 04 | **Service Registry** | Publishing and discovering interfaces between plugins. Control path, not the hot path. |
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| 05 | **Event Bus** | Decoupled notifications: entity created, asset reloaded, plugin unloaded. |
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| 06 | **Time & Log** | Frame clock, fixed-step accumulator, logging interface. Kept minimal. |
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### Plugins — everything else, no exceptions
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`windowing` · `render` · `physics` · `audio` · `input` · `assets` ·
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`scene-format` · `animation` · `ui` · `scripting` · `editor-shell` ·
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`inspector` · `gizmos` · `profiler` · `introspect` · `build-pipeline` ·
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the game itself.
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The editor is also just a set of plugins over the same kernel. This is the
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architecture's real test: if the editor can't be assembled as plugins, the
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extensibility claim is decorative. A game build is the same kernel minus the
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editor plugins.
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### Two channels, two costs
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Plugins talk to the kernel — and to each other — through two paths with
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deliberately different prices:
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| Channel | For | Cost | Frequency |
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|---|---|---|---|
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| **World** (ECS components) | Anything per-entity: transforms, meshes, colliders, health. Render reads what physics wrote without knowing physics exists. | Direct memory access, zero allocation, zero dispatch | 10⁴–10⁶ / frame |
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| **Services** (interfaces) | Commands and resources: load an asset, open a window, compile a shader, open an editor panel. | Virtual call, negligible | a handful / scene |
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| **Events** (bus) | Facts with no fixed consumer at design time: asset reloaded, plugin unloaded, entity destroyed. | Allocation + fan-out to subscribers | tens / frame |
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> **The line that must never be crossed.** Never write
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> `IPhysicsService.GetPosition(entity)`. A single call is cheap, but that
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> shape of API invites calling it in a loop over entities — and now the
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> plugin boundary sits in the hot path. Position is a component in `World`,
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> not a service method. Services hand out *capabilities*; `World` hands out
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> *data*.
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## 3. The plugin contract
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A plugin is two entry points and a manifest next to them. The manifest is a
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separate file, not assembly attributes — the host has to build the dependency
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graph *before* loading anything, or plugin load order becomes a
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chicken-and-egg problem with ALC loading itself.
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```csharp
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// Engine.Kernel / IPlugin.cs
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// A plugin holds no game state. None.
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// State lives in World; the plugin is code that operates on it.
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public interface IPlugin
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{
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// Registration: services, systems, component types.
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void Configure(IPluginContext ctx);
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// Full undo of Configure. Whether this method is honest
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// determines whether the ALC unloads at all — see §5.
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void Shutdown(IPluginContext ctx);
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}
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public interface IPluginContext
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{
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IWorld World { get; } // data
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IServiceRegistry Services { get; } // Provide<T> / Require<T>
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ISchedule Schedule { get; } // systems and ordering
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IEventBus Events { get; }
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ILogger Log { get; }
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}
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```
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```json
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// plugins/engine.render/plugin.json
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{
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"id": "engine.render",
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"version": "0.3.1",
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"contracts": "Engine.Render.Contracts.dll", // Default ALC
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"assembly": "Engine.Render.dll", // Collectible ALC
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"dependsOn": {
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"engine.windowing": "^0.3",
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"engine.assets": "^0.2"
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},
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"reloadable": true
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}
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```
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```csharp
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// plugins/engine.render/RenderPlugin.cs
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public sealed class RenderPlugin : IPlugin
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{
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public void Configure(IPluginContext ctx)
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{
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// control plane: hand out an interface, take one in
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var window = ctx.Services.Require<IWindow>();
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ctx.Services.Provide<IRenderer>(new VulkanRenderer(window));
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// data plane: the system reads components directly.
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// Reads/Writes are declared explicitly — the scheduler
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// builds a conflict graph from them and parallelizes the
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// frame, and in debug builds enforces the declaration.
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ctx.Schedule.Add(Stage.Render, SubmitDrawCalls)
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.After("engine.transform:propagate")
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.Reads<Transform, MeshRenderer>();
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}
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public void Shutdown(IPluginContext ctx)
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{
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// undo everything: systems, services, subscriptions, GPU resources
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ctx.Services.Revoke<IRenderer>();
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ctx.Schedule.RemoveAllFrom("engine.render");
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}
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static void SubmitDrawCalls(in Frame f, Query<Transform, MeshRenderer> q)
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{
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foreach (var (xf, mesh) in q) // ref access, no boxing
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f.Draw(mesh.Handle, xf.Matrix);
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}
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}
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```
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## 4. Hot reload: why every plugin is two assemblies
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A collectible `AssemblyLoadContext` only unloads once *nothing* references
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its contents. One forgotten event subscription, one live `Task`, one cached
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`Type` — and the unload silently fails to happen, leaking a little more
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memory on every reload.
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The most treacherous reference isn't a subscription — it's the **component
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structs themselves**. If a plugin declares `struct Transform` and `World`
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stores a `Transform[]`, the kernel holds a reference to a type from the
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context you're trying to unload. That plugin will never unload.
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This is why every plugin splits into two assemblies:
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- **Contracts** (`*.Contracts.dll`) — component structs, service
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interfaces. Loaded into the **Default ALC**, which lives for the process
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lifetime and never unloads. `World` owning references into it is fine,
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because it isn't supposed to unload.
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- **Implementation** (`*.dll`) — systems, service implementations. Loaded
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into a **collectible ALC**, recreated on every reload. No `static` state,
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no data — only code.
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References only point from implementation to contracts, never the reverse,
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which is what lets `Unload()` actually succeed. In practice, ~95% of
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iteration is logic changes: instant reload. Changing a component's fields is
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rare and requires an editor restart.
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### Reload sequence
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1. A file watcher sees a freshly built `Engine.Render.dll`. The build happens
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externally, via plain `dotnet build` — the editor doesn't need its own
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compiler.
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2. The scheduler finishes the current frame and pauses. Reload never happens
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mid-stage.
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3. `Shutdown()` runs: systems, services, subscriptions, and native resources
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are torn down. Anything `Configure` registered has to be undone here, or
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step 5 fails.
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4. A snapshot of this plugin's component data is taken — only if contracts
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were also rebuilt. Component arrays are copied along with a field
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descriptor.
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5. `alc.Unload()` + `GC.Collect()`, then a `WeakReference` check. If the
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context doesn't collect, that's a loud error naming the pinning reference
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— not a silent leak.
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6. A new ALC, the new assembly loads, `Configure()` runs. The plugin doesn't
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know it was reloaded.
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7. Data is restored: old and new field layouts are matched by name. Matches
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are copied, new fields get default values, removed fields are dropped.
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8. The scheduler rebuilds its ordering graph and resumes. Typical budget:
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200–400 ms, almost all of it spent waiting on the build.
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> **Leak testing belongs in CI from day one.** Load and unload a test plugin
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> 200 times in a row; after each cycle, verify the ALC's `WeakReference` is
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> dead and working-set memory hasn't grown. This is the one thing that keeps
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> the architecture from slowly degrading — ALC leaks accumulate invisibly and
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> surface months later, by which point the cause is indistinguishable from
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> noise.
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## 5. Play mode without domain reload
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Unity's Play-mode wait isn't about compilation — it's about serializing all
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script state, tearing the domain down, and recreating it. That step doesn't
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exist here: state never lived in plugin code to begin with. It lives in
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`World`, owned by the kernel, untouched by reload and untouched by entering
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Play.
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```csharp
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// Engine.Editor / PlayMode.cs
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// Entering Play is a memory copy, not a runtime rebuild.
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void EnterPlay()
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{
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_snapshot = world.Snapshot(); // array copy, low single-digit ms
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schedule.SetGroup(SystemGroup.Play);
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}
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void ExitPlay()
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{
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world.Restore(_snapshot); // Play-mode edits roll back
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schedule.SetGroup(SystemGroup.Edit);
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}
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```
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Play becomes a system-group switch, not a world rebuild. A side effect of
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the same decision: system code can be edited *during* Play without
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restarting — state is preserved. That's the feedback loop the whole engine
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exists to enable.
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## 6. Where this breaks
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| Risk | The problem | Mitigation |
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|---|---|---|
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| **ALC leaks** — the main killer | Unload silently fails from one forgotten reference. Symptom: memory growth after N reloads; cause takes days to find. | 200-cycle test in CI. Diagnose pinning references in the host itself, not via an external profiler. |
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| **Scope** | The kernel is 3–5k lines and a couple of months. The renderer, asset pipeline, and editor are years, and they decide whether the engine ships. | Don't write your own RHI. Silk.NET or Veldrid underneath; originality goes into the architecture on top. |
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| **GC in the hot path** | Collector pauses against a 16.6 ms frame budget. The managed-runtime tradeoff is accepted, but it demands discipline. | `unmanaged` structs for components, `Span<T>` in systems, allocation only at load time. Server GC. |
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| **Creeping abstraction** | The temptation to hide `World` behind a "cleaner" interface. Kills performance invisibly and irreversibly. | The rule in §2 is law. Review rejects any service method that takes an `Entity`. |
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| **Plausible-but-wrong code** — agent-specific | The agent produces code that compiles, passes a smoke test, and breaks on someone else's GPU — sync, barriers, resource lifetime. | Minimize new subsystems; Silk.NET/Veldrid is risk management, not time-saving. A conformance harness gates every plugin merge. |
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| **Contract drift** | A contract change requires updating every dependent plugin, and a stale implementation keeps compiling while silently diverging from spec. | Versions in the manifest, plus running *every* plugin's harness on every build, not just the changed one. |
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## 7. Written by an agent, not a human
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This isn't an afterthought — it's an input condition. It's why §2's storage
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is simpler than a "fast" ECS would normally be, and it adds a surface no
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classic editor needs at all.
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**What works in our favor:**
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- *A plugin's boundary matches a context window's boundary.* Writing
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`engine.physics` only requires the kernel API, physics' own contracts, and
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its own code — nothing else. Modularity chosen for team reasons turns out
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to also be how you fit a task in an agent's head.
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- *Blast radius is bounded by the plugin.* Plausible-but-wrong code is
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inevitable; the question is what it can break. The kernel is written once,
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tested, and **frozen** — the agent never touches it again after that. A bug
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in a plugin stays a bug in that plugin.
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**What has to change:**
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- *No `unsafe` in the v1 hot path.* Stride arithmetic, alignment, a pointer
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that outlives a GC-triggering call — exactly the code an LLM writes
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convincingly and wrong, failing as nondeterministic memory corruption.
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Hence sparse sets on `T[]` instead of archetype chunks; chunked layout
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stays an optimization behind the same query API for whenever a profile
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actually calls for it.
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- *Explicit over clever.* Naming conventions, code generators, reflection
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magic save a human keystrokes but hide behavior from something that
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reasons over text. Verbose, explicit system and service registration is a
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deliberate cost. Reflection stays where it's safe: the editor inspector.
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> **Verification instead of trust.** `Reads<>` / `Writes<>` declarations must
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> be enforced in debug builds: a system touching an undeclared component
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> fails immediately, with a message naming the violation. For a human this is
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> hygiene; for an agent it's structural — otherwise a wrong access
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> declaration becomes a race that reproduces once in a hundred runs and is
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> otherwise undiagnosable. Same principle for the plugin conformance harness:
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> load, reload 200 times, verify `Shutdown` fully undoes `Configure`. The
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> agent needs to be able to tell, on its own, that it's actually done.
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### Introspection surface
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The agent doesn't look at a screen. Whatever the editor shows a human's eyes
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has to be available as data, or the feedback loop closes on a human and the
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whole point of fast reload is lost.
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```
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# run a scene headless and check an assertion about world state
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engine run --headless --frames 60 \
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--scene tests/physics_stack.scene \
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--dump out/world.json \
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--assert "count(Rigidbody where sleeping) == 12"
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# why a plugin won't unload — instead of guessing from a profiler
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engine diag why-pinned engine.render
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```
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**The loop this enables:** agent edits a system → `dotnet build` for one
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plugin → ALC reload (world state untouched) → 60 headless frames →
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machine-readable dump + assertions → back to the agent, no human in the
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loop. Fast reload saves a human time on its own; paired with headless runs
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and a state dump, it becomes a loop the agent can close by itself — and the
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minutes-to-seconds iteration speedup multiplies by however many iterations
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the agent can now run.
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**The kernel is written once and frozen.** It's the one place where a
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mistake is expensive and spreads everywhere. A small kernel isn't only an
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architectural preference — it bounds how much code has to be correct.
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## 8. Build order
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Each milestone ends in a working demo, not a "finished subsystem." The order
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is chosen so the riskiest bet — ALC unloading — gets tested first, while the
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cost of changing course is still zero.
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| | Milestone | Done when |
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| **M0** | **Kernel only.** `World` on sparse sets, staged scheduler with access enforcement, plugin host with ALC, service registry, JSON world dump. No window, no graphics. | An agent runs the full loop from §7 unassisted: edits a headless plugin, rebuilds, reads the changed dump — and the 200-cycle leak test is green. |
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| **M1** | **Window, input, a triangle.** Three separate plugins over Silk.NET. First real-load test of the data channel. | The triangle's color changes by editing system code, with no app restart. |
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| **M2** | **Assets and scenes.** Hot-reloading asset plugin, scene format, `World` serialization. | Swapping a texture on disk changes the picture with nothing stopped; a scene loads and saves. |
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| **M3** | **Editor as plugins.** Shell, reflection-based component inspector, hierarchy, gizmos, Play/Stop on snapshots. | Entering Play takes under 100 ms — the original complaint about Unity is closed. |
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| **M4** | **One small game, end to end.** Physics, audio, a Linux + Windows build pipeline. A 20-minute game, shipped as an executable. | The build runs on both platforms with no editor plugins in the shipped binary. |
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---
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Open questions to resolve before M0: whether `Time` and `Log` belong in the
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kernel or as plugins; whether the Event Bus is needed at launch or whether
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event-components in `World` cover its role; whether the set of frame stages
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is fixed or plugin-extensible; and at what profiling point (if ever) to move
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from sparse sets to archetype chunks. Assembly names in the examples are
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placeholders.
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