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lingua-engine/src/Engine.Kernel/World/GameObject.cs
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EmilandClaude Sonnet 5 45daa6e114 M2, part one: scene format — World actually saves and loads now
The first half of M2's "done when" (a scene loads and saves) rather
than the whole milestone — the asset hot-reload half is a comparably
sized, separate chunk of work, staged on its own rather than crammed
in alongside this.

SceneFormat replaces WorldDumper rather than sitting next to it:
there was never a real reason for "what an agent reads to check a
frame" (the existing --dump) and "what a scene file actually is" to
be two different JSON shapes, and keeping them one removes the
question of which shape a save/load round trip is supposed to match.
Moved from Engine.Kernel.Diagnostics to Engine.Kernel.World to match —
this is core content loading now, not a debug tool that happens to
also serialize things.

Components are tagged "TypeFullName, AssemblyName" (partial-name
form, deliberately no version) so Type.GetType resolves them against
whatever's loaded regardless of an incidental version bump on the
plugin that defines them — full four-part AssemblyQualifiedName would
have made every saved scene brittle against that. Loading a scene
whose component type isn't loaded fails loudly, naming the missing
type, rather than silently dropping data.

New kernel API this needed: GameObject.AddComponent(Component) —
attaches an already-constructed instance, for a caller (the
deserializer) that only has a runtime Type from a file, not a
compile-time T. Deserializing straight into a real instance via
JsonSerializer.Deserialize(json, componentType) and attaching that is
simpler and more certain than constructing an empty component through
reflection and then trying to populate it after the fact.

Engine.Host: --scene now does something (was an explicit "not
implemented yet" since the very first CLI pass) — loads additively
after every plugin in --project, since a scene's component type tags
only resolve once the plugin defining them has loaded its Contracts
assembly.

Verified beyond the round-trip unit tests: two separate real CLI runs,
sandbox.echo both times. Run 1 ticks 3 frames and dumps a scene
(Ping.Count: 3). Run 2 loads that scene fresh alongside its own
newly-seeded Ping (Count: 0) and ticks 2 more frames — dump shows
Count: 2 for the fresh one and Count: 5 for the loaded one. Not just
"the file round-trips" — the loaded component's state kept being a
real, live, Scheduler-ticked object across the save/load boundary.

44 tests in Engine.Kernel.Tests now (up from 40 — 3 carried over from
WorldDumperTests plus 4 new round-trip/error-path tests), 8 in
Engine.ConformanceHarness unaffected. All green on a clean build.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 05:07:14 +03:00

153 lines
5.1 KiB
C#

using System.Numerics;
using Engine.Kernel.Scheduling;
namespace Engine.Kernel.World;
/// <summary>
/// The entity type: identity, hierarchy, and a list of components. See
/// docs/kernel-contract.md §2.
///
/// Construction is internal — the only way to get one is
/// <see cref="IWorld.CreateGameObject"/>, so <see cref="World"/> can keep
/// its type index consistent instead of trusting callers to report changes.
/// </summary>
public sealed class GameObject
{
private readonly List<Component> _components = [];
private readonly List<GameObject> _children = [];
internal GameObject(string name)
{
Name = name;
}
public string Name { get; set; }
public Transform Transform;
public GameObject? Parent { get; private set; }
public IReadOnlyList<GameObject> Children => _children;
public IReadOnlyList<Component> Components => _components;
/// <summary>
/// Set by <see cref="GameWorld"/> at creation and cleared on destroy.
/// Null means "not attached to a World" — a defensive state that
/// should never be observable from a plugin.
/// </summary>
internal GameWorld? Owner { get; set; }
/// <summary>
/// Composed from the parent chain on every read, not cached — a cache
/// here would need invalidating on every reparent and every ancestor's
/// transform change, which is more bookkeeping than recomputing a
/// handful of matrix multiplies costs at indie scale.
/// </summary>
public Matrix4x4 WorldMatrix =>
Parent is null ? Transform.LocalMatrix : Transform.LocalMatrix * Parent.WorldMatrix;
/// <summary>
/// Reparents this GameObject. Throws if that would create a cycle —
/// checked by walking <paramref name="parent"/>'s own ancestors for
/// this object, which is cheap next to the cost of silently corrupting
/// the hierarchy.
/// </summary>
public void SetParent(GameObject? parent)
{
if (ReferenceEquals(parent, this))
throw new InvalidOperationException($"GameObject '{Name}' cannot be its own parent.");
for (var ancestor = parent?.Parent; ancestor is not null; ancestor = ancestor.Parent)
{
if (ReferenceEquals(ancestor, this))
throw new InvalidOperationException(
$"Setting '{parent!.Name}' as the parent of '{Name}' would create a cycle.");
}
if (ReferenceEquals(Parent, parent))
return;
var oldParent = Parent;
oldParent?._children.Remove(this);
Parent = parent;
parent?._children.Add(this);
Owner?.OnReparented(this, oldParent, parent);
}
public T? GetComponent<T>() where T : Component
{
SystemAccessScope.CheckRead(typeof(T));
foreach (var component in _components)
{
if (component is T match)
return match;
}
return null;
}
/// <summary>
/// Adding a component requires <c>Writes&lt;T&gt;()</c> — checked here,
/// at the structural change. What isn't and can't be checked: mutating
/// a component's own fields after the fact, e.g.
/// <c>go.GetComponent&lt;T&gt;()!.Value = 5</c>. That's a plain field
/// write on a plain object, with nothing to intercept it — see
/// docs/kernel-contract.md §7's note on why components stay plain
/// classes rather than something that could enforce this fully.
/// </summary>
public T AddComponent<T>() where T : Component, new()
{
SystemAccessScope.CheckWrite(typeof(T));
var component = new T();
_components.Add(component);
Owner?.IndexComponentAdded(this, component);
return component;
}
/// <summary>
/// Attaches an already-constructed component rather than building an
/// empty one — for a caller that only has a runtime <see cref="Type"/>,
/// not a compile-time <c>T</c>. Scene loading is the reason this
/// exists: it deserializes a component straight from JSON into a real
/// instance via <c>JsonSerializer.Deserialize(json, componentType)</c>,
/// and would otherwise need reflection just to call the generic
/// overload above.
/// </summary>
public Component AddComponent(Component component)
{
SystemAccessScope.CheckWrite(component.GetType());
_components.Add(component);
Owner?.IndexComponentAdded(this, component);
return component;
}
public void RemoveComponent<T>() where T : Component
{
SystemAccessScope.CheckWrite(typeof(T));
for (var i = 0; i < _components.Count; i++)
{
if (_components[i] is not T match)
continue;
_components.RemoveAt(i);
Owner?.IndexComponentRemoved(this, match);
return;
}
}
/// <summary>Used only by GameWorld.Destroy, which handles index and
/// roots bookkeeping itself — see the note there on why this bypasses
/// SetParent's cycle check and reparent notification.</summary>
internal void DetachFromParent()
{
Parent?._children.Remove(this);
Parent = null;
}
}