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