Files
lingua-engine/plugins/sandbox.echo/Sandbox.Echo/EchoPlugin.cs
T
EmilandClaude Sonnet 5 246b969744 Close M0: headless CLI, JSON world dump, project-level plugin loading
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
2026-09-02 01:07:36 +03:00

41 lines
1.3 KiB
C#

using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Sandbox.Echo.Contracts;
namespace Sandbox.Echo;
/// <summary>
/// M0's test fixture. Exists to exercise the full loop end to end — plugin
/// load, a real cross-ALC system registered and invoked by Schedule, and
/// hot reload — before any real subsystem exists to test any of it
/// against. See M0 in docs/kernel-contract.md §8.
/// </summary>
public sealed class EchoPlugin : IPlugin
{
public void Configure(IPluginContext ctx)
{
ctx.Schedule.Add(Stage.Update, Tick)
.Writes<Ping>();
// There's no scene format yet (that's M2) — nothing else will ever
// put a GameObject in front of `engine run --headless`, so this
// deliberately-a-test-fixture plugin seeds its own. A real plugin
// wouldn't do this; scene content isn't a subsystem's job.
ctx.World.CreateGameObject("sandbox.echo:ping").AddComponent<Ping>();
ctx.Log.Info("sandbox.echo configured");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("sandbox.echo");
}
static void Tick(IWorld world)
{
foreach (var go in world.Query<Ping>())
go.GetComponent<Ping>()!.Count++;
}
}