Schedule gains real execution on top of the registration bookkeeping
from the PluginHost pass: RunStage(stage, world) runs every system
registered for a stage, and Reads<>/Writes<>() declarations are
enforced live via SystemAccessScope — a system touching a component it
didn't declare throws immediately, with a message naming the
violation, from GameWorld.Query<T>() and GameObject.GetComponent<T>()/
AddComponent<T>()/RemoveComponent<T>(). Outside of a running system
(editor code, tests, scene construction) nothing is enforced.
Scope cut made deliberately, not by accident: systems are grouped into
conflict-free batches by declared access (ComputeBatches, tested
directly), but batches run sequentially rather than on real threads.
Actually parallelizing them needs GameWorld's structural changes
(Create/Destroy/AddComponent/RemoveComponent) deferred to a command
buffer first — without that, two systems with disjoint *declared*
types can still race on shared storage, since AddComponent<T>() on a
GameObject mutates that object's own component list regardless of T.
Building real concurrency on top of a known thread-safety hole would
be worse than not building it yet. Noted as a TODO on RunStage.
Two real bugs found and fixed while wiring this up, not designed in
from the start:
- ISchedule.Add took `Delegate`, and a lambda passed there doesn't
reliably compile down to `Action<IWorld>` at runtime — the
compiler's natural-type inference for lambdas (as opposed to method
groups, which do work this way) can synthesize a different, private
delegate type instead, so `is Action<IWorld>` silently failed for
every lambda-registered system. Changed Add's parameter type to
Action<IWorld> directly, which sidesteps the inference question
entirely — found by ScheduleTests actually using lambdas, which
EchoPlugin's method-group-based Tick had been masking.
- AlcUnloadTests started failing intermittently ("ALC survived unload
cycle 3") once PluginSystemTests existed alongside it — xUnit
parallelizes across test classes by default, and ALC-unload tests
are sensitive to any concurrent activity in the process. Added
[CollectionBehavior(DisableTestParallelization = true)] to the
harness assembly; stable across 5+ repeated runs since.
EchoPlugin.Tick is no longer a stub — it increments every Ping.Count
in World, which two new integration tests in
Engine.ConformanceHarness/PluginSystemTests.cs exercise end to end: a
plugin loaded from a real collectible ALC registers a system, Schedule
actually invokes that cross-ALC delegate, and it correctly mutates a
component owned by the Default-ALC World. This only works because
PluginLoadContext resolves Sandbox.Echo.Contracts to the copy this
test project references directly, rather than loading a second,
type-incompatible one — the harness's new normal ProjectReference to
Sandbox.Echo.Contracts.csproj makes that a live assertion, not just an
implementation detail no test would notice breaking.
27 tests total now (21 in Engine.Kernel.Tests, 6 in
Engine.ConformanceHarness), all green on a clean build, harness
verified stable across repeated runs.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
60 lines
2.1 KiB
C#
60 lines
2.1 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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using Sandbox.Echo.Contracts;
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namespace Engine.ConformanceHarness;
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/// <summary>
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/// Closes the loop this whole exercise was for: a plugin loaded from a real
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/// collectible ALC registers a system with Schedule, Schedule actually
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/// invokes that cross-ALC delegate, and it correctly mutates a component
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/// living in the Default-ALC-owned World. If PluginLoadContext resolved
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/// Sandbox.Echo.Contracts incorrectly (a second, distinct copy instead of
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/// deferring to the one this project references directly — see the note on
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/// that ProjectReference in the .csproj), the Ping instance this test
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/// constructs wouldn't be a Ping as far as EchoPlugin's Tick sees it, and
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/// world.Query<Ping>() inside the plugin would find nothing.
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/// </summary>
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public class PluginSystemTests
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{
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private static string PluginDirectory =>
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Path.Combine(AppContext.BaseDirectory, "plugins", "sandbox.echo");
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[Fact]
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public void Loaded_Plugin_System_Runs_And_Mutates_A_Component_It_Declared()
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{
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var world = new GameWorld();
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var schedule = new Schedule();
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var host = new PluginHost(world, new ServiceRegistry(), schedule, new NullEventBus());
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var ping = world.CreateGameObject("Pinger").AddComponent<Ping>();
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var id = host.Load(PluginDirectory);
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schedule.RunStage(Stage.Update, world);
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schedule.RunStage(Stage.Update, world);
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Assert.Equal(2, ping.Count);
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host.Unload(id);
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}
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[Fact]
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public void Unloading_The_Plugin_Stops_Its_System_From_Running()
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{
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var world = new GameWorld();
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var schedule = new Schedule();
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var host = new PluginHost(world, new ServiceRegistry(), schedule, new NullEventBus());
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var ping = world.CreateGameObject("Pinger").AddComponent<Ping>();
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var id = host.Load(PluginDirectory);
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host.Unload(id);
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schedule.RunStage(Stage.Update, world);
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Assert.Equal(0, ping.Count);
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}
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}
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