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
64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using Engine.Kernel.Events;
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using Engine.Kernel.Plugins;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.Services;
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using Engine.Kernel.World;
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namespace Engine.Kernel.Tests;
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/// <summary>
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/// Edge cases that don't need a real, compiled plugin — see
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/// Engine.ConformanceHarness/AlcUnloadTests.cs for the load/unload/reload
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/// path exercised against a real one (Sandbox.Echo).
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/// </summary>
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public class PluginHostTests
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{
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private static PluginHost NewHost() =>
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new(new GameWorld(), new ServiceRegistry(), new Schedule(), new NullEventBus());
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[Fact]
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public void Load_Throws_When_The_Directory_Has_No_Manifest()
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{
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var host = NewHost();
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var emptyDir = Directory.CreateTempSubdirectory();
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try
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{
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Assert.Throws<FileNotFoundException>(() => host.Load(emptyDir.FullName));
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}
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finally
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{
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emptyDir.Delete(recursive: true);
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}
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}
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[Fact]
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public void LoadProject_Throws_When_The_Project_Manifest_Is_Missing()
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{
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var host = NewHost();
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var missingPath = Path.Combine(Path.GetTempPath(), $"{Guid.NewGuid()}-project.json");
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Assert.Throws<FileNotFoundException>(() => host.LoadProject(missingPath, []));
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}
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[Fact]
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public void LoadProject_Throws_When_A_Referenced_Plugin_Is_Not_Found_In_Any_Search_Path()
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{
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var host = NewHost();
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var dir = Directory.CreateTempSubdirectory();
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try
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{
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var projectPath = Path.Combine(dir.FullName, "project.json");
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File.WriteAllText(projectPath,
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"""{ "engineVersion": "^0.1", "plugins": [ { "id": "nonexistent.plugin" } ] }""");
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Assert.Throws<InvalidOperationException>(() => host.LoadProject(projectPath, [dir.FullName]));
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}
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finally
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{
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dir.Delete(recursive: true);
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}
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}
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}
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