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

Lingua Engine

A modular, plugin-first game engine built around one idea: the kernel is a shared language, not a shared implementation. Everything the engine can do — rendering, physics, audio, even the editor itself — is a plugin that speaks that language. The kernel only defines the vocabulary plugins use to understand each other.

Built for Linux and Windows, in C#/.NET, with two goals that shape every design decision:

  • Fast iteration. No Unity-style domain reload. Plugins hot-reload their compiled code without resetting game state, because state never lives in plugin code to begin with — see docs/kernel-contract.md.
  • A small, frozen kernel. Everything else — including the parts most engines treat as core — is a plugin, versioned and replaceable per project.

How this gets built

Most of the code here — kernel and plugins alike — is written by an LLM coding agent rather than by hand. That's not incidental: it's a design input. It's why the object model is GameObject/Component instead of a hand-rolled ECS, why registration is verbose and explicit instead of convention-based, and why the engine has a headless, scriptable introspection surface no classic editor bothers with — see docs/kernel-contract.md.

Status

Pre-implementation. The current design is written up in docs/kernel-contract.md: what belongs in the kernel, the plugin contract, the hot-reload model, and the build order (M0M4). Nothing has shipped yet — this document is the thing to argue with before code gets written.

License

MIT

S
Description
A modular, plugin-first game engine: a small frozen kernel that is a shared language, everything else — including the editor — a plugin.
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