The last piece of the agent loop from docs/kernel-contract.md §7:
- WorldDumper serializes a World to JSON — every GameObject, its
transform, its components (arbitrary plugin-defined classes, so this
leans on System.Text.Json's own reflection with IncludeFields=true,
since components are public fields, not properties). Components are
a list of {type, data}, not a dictionary keyed by type name:
AddComponent<T>() doesn't enforce uniqueness, so a GameObject can
carry two components of the same type, and a dictionary would throw
on exactly that case — tested directly.
- PluginHost.LoadProject reads a project.json and resolves each
referenced plugin id against engine + project-local search paths,
finally putting ProjectManifest/PluginReference to use — they'd sat
unused since the very first scaffold commit.
- Engine.Host is a real CLI now: `engine run --headless --plugins <dir>
--project <project.json> --frames <n> [--dump <path>]`. --scene and
--assert are explicitly rejected with a message pointing at why
(no scene format yet — that's M2; no query DSL was ever actually
specified for --assert, and jq over a plain JSON dump already covers
that need), rather than silently ignored or generically rejected.
Same for `engine diag why-pinned`: nothing has ever failed to unload
in testing, so there's nothing to build that against yet.
- EchoPlugin now seeds one Ping-bearing GameObject in Configure() —
sandbox.echo is documented as a test fixture, not a real subsystem,
and there's no scene format yet to seed content any other way.
Verified by hand, not just by unit tests, since Program.cs itself
isn't covered by any: assembled a real flat plugin directory
(plugin.json + both built DLLs) and actually ran the CLI against
sandbox.echo end to end — 3 frames in, Ping.Count came back 3 in the
dump. Also checked every "not implemented" path (--scene, `diag`,
missing required args) prints its intended message rather than a
generic error.
32 tests total now (26 in Engine.Kernel.Tests, 6 in
Engine.ConformanceHarness), all green on a clean build.
README's Status section updated — M0 was the whole reason this
project exists (fast iteration without Unity's domain reload), and
that claim is no longer just architecture on paper.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N