10 Commits
Author SHA1 Message Date
西风逍遥游 31880f0021 feat(examples): gate examples in CI and make repository scripts UTF-8 on every host
`examples/<name>/` was a tested surface in name only. The source-quality job had
no examples check at all, and scripts/smoke_examples.sh accepted any process that
had not printed one of its error markers: a project that died during startup,
exited after a single frame, or crashed without a marker was reported as PASS.
Nothing stopped a malformed or unregistered example from reaching dev, which is
how 14 examples arrived without READMEs and 20 were never registered in the
overview table.

Source side
- scripts/check_examples.py classifies every directory under examples/ as either
  runnable (main.nut plus a config.nut that assigns the engine `config` table) or
  as a reviewed non-runnable sample listed in NON_RUNNABLE_EXAMPLES with a
  reason. Both kinds must own a README.md and appear in examples/README.md.
  Stale exemptions and overview links to missing directories fail as well.
- `make check/examples` and a new source-quality CI step run the gate.
- scripts/tests/test_check_examples.py covers it and pins each failure mode
  against fixtures.

Runtime side
- scripts/smoke_examples.sh now enforces liveness, not just marker absence: every
  runnable example must still be running after MIN_RUN_SECONDS (default 2s; CI
  passes 2s), and a process that dies inside that window fails whatever its exit
  code. A clean self-exit after the window passes with an explicit note instead
  of being silently accepted as a pass.
- The Linux CI step sets MIN_RUN_SECONDS=2 and keeps RUN_SECONDS=6, so the job's
  wall clock is unchanged (13.7 min of its 20 min budget on dev).

Windows / GBK
- scripts/utf8_stdio.py re-encodes stdout/stderr as UTF-8 and every scripts/*.py
  program calls it as the first statement of its __main__ block. On a Chinese
  Windows a redirected stream falls back to the ANSI code page (cp936), and
  printing a character that code page cannot encode (arrows, superscripts, bullet
  separators, emoji - all common in this repository) raised UnicodeEncodeError
  and turned a checker into a traceback.
- The mirror image is input: read_text() without encoding= decoded UTF-8
  repository text as cp936 and raised UnicodeDecodeError.
- scripts/tests/test_utf8_stdio.py enforces both conventions for every script and
  test module; text file I/O and child-process decoding now pass encoding="utf-8"
  explicitly.
- Unit-test invocations run with `python3 -X utf8` so the runner's own output
  never follows the host code page.

Violations the new gates found on top of dev, fixed here: 14 examples shipped
without a README (fluid3d, mesh-impact-lab, mesh-modifier-lab, spline-tube-lab on
the earlier dev tip, plus pcg-depth-of-field, pcg-detail-overwrite,
pcg-layer-culling, pcg-location-system, pcg-runtime-orchestration,
pcg-scene-player-culling, pcg-snow-wind, pcg-thunder-strike, pcg-ui-scaler and
pcg-underwater added by #397), 20 were missing from the overview table (those 14
plus archspace-editor, geometry-stroke-lab, interior-mapping, layered-animation,
triplanar-decal, terrain-stamping), and scripts/export_meshret_onnx.py had no
UTF-8 stdio guard.

Verified locally: `python -m ruff check scripts` (All checks passed);
scripts/check_test_manifest.py; scripts/check_quality_metadata.py;
scripts/check_architecture_contracts.py --base HEAD; scripts/check_nodiscard.py;
`make -n check/examples`; scripts/check_examples.py (125 examples: 118 runnable,
7 reviewed non-runnable); and `python -X utf8 -m unittest discover -s scripts/tests
-p "test_*.py"` (155 tests, OK). The runtime half of the contract needs a Linux
headless build, so it is verified by the CI examples smoke step rather than
locally.
2026-09-15 20:20:23 +08:00
西风逍遥游andCursor 24502babef Nest satellite packages under their host modules.
Keep CMake module names and trim switches, but stop flattening editing/editor and runtime bridges as top-level src/modules directories. Parent scans skip nested facets so runtime-3d can drop authoring by directory leaf.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-06 17:56:12 +08:00
西风逍遥游 13a32d8ca7 ci: teach checks about split metadata sources 2026-08-30 16:00:46 +08:00
西风逍遥游 34d1fdb63b refactor(modules): clear remaining back-edges and split the largest TUs (#127)
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules

* refactor(modules): clear remaining back-edges and split the largest TUs

Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES
is now empty; --check passes with 0 violations, 0 cycles):

- window -> graphics: window queries the new IWindowSurfaceHost capability
  (common/WindowSurfaceHost.h) instead of holding a Graphics pointer;
  Window::setGraphics was removed and all call sites updated.
- window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*,
  w, h); the window no longer decodes ImageData.
- scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved
  to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge);
  scene now depends only on spatial.

TU splits (pure moves, verified identical method sets and brace balance):

- vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline,
  Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h.
- scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization)
  + SceneNodes.cpp + shared SceneInternal.h.

Verified with a real build (MSVC 19.51, prebuilt third-party): full build green;
window.* and Scene.* suites pass, including scene picking/culling and GPU cases.

* refactor(graphics): narrow Graphics interfaces and clear public-header leaks

Step 4 — interface segregation:
- New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX
  (pure virtuals, forward-declared types only; graphics/Color.h extracted from
  Canvas.h so modules that only need the color type stop pulling Canvas.h).
- Graphics now implements all four facets; consumers can depend on the narrow
  interface they use instead of the 129-method god class.
- Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d
  (ModelRenderer::buildRenderable(s) -> IResourceFactory&).
- Graphics.h slims from 24 sub-header includes to a handful of small type
  headers + forward declarations; the destructor moved out-of-line so
  unique_ptr effect members are destroyed where types are complete.

Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7):
- map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h,
  animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h,
  model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h +
  Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/
  PbrMaterial -> forward declarations, includes moved to .cpp.
- voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line
  destructor), removing the procgen header dependency.
- gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h.
- Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig,
  MapObject, BlendMode, Color), an internal backend header
  (GraphicsInternal.h -> filesystem), and lean interface references.

Verified with a full clean build (MSVC) and tests: window/Scene/voxel/
RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite
only shows the pre-existing PHYSFS-init filesystem-environment failures.

* feat(resources): revive ResourceManager as unified IAssetReloader-backed cache

* fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes

Cached CPU resources may own third-party handles (FreeType faces, Assimp
scenes, image decode handlers) whose libraries are torn down at process
exit in an unspecified TU order; destroying cached entries from the
singleton destructor can segfault at exit (seen on CI Windows in
model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim;
explicit unload()/clear() still release entries during the run.

* refactor(devtools): consume business modules through capability interfaces

DevTools / cmdline no longer include business-module headers, so trimming
scene / physics / procgen / particles / audio / ui / graphics no longer
requires disabling devtools, and devtools can be switched off with
-DEVENGINE_MODULE_DEVTOOLS=OFF.

New capability interfaces in common/:
- ISceneQuery (scene) - host/node inspection + mutation + transform sync
- IRenderCapture (graphics) - render status, PNG capture, camera control,
  visible-entity snapshot, entity-ID mask, G-buffer PNGs
- IPhysicsQuery (physics) - 2D world lifecycle + ray casts
- IProcgenQuery (procgen) - recipe listing, map/mesh generation
- IParticlesQuery (particles) - emitter status + one-shot emit
- IAudioQuery (audio) - volume / stop-all
- IEditorHost (ui) - declarative editor host (used by cmdline too)

Providers register in their module constructors. DevTools rewires McpServer
(render/scene/procgen/physics/particles/audio/host tools), SceneInspect
(now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses
IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost.

manifest: devtools DEPS graphics scene physics procgen particles audio ui
image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem.

Verified: full build green; devtools.mcp.* tests pass; broad suite shows
only the pre-existing PHYSFS-init filesystem-environment failures.

* style: apply clang-format to changed lines after dev merge

* fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming

* fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables

* fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
2026-08-20 05:53:33 +08:00
西风逍遥游 ee956e356d build: dedupe third-party/system wiring, support all build types, pin deps
Centralize the engine include/link usage in an eve_engine_includes INTERFACE target and the per-platform system library list in cmake/system_libraries.cmake (no more duplicated lists or global include/link dirs). Accept RelWithDebInfo/MinSizeRel, apply the medialoader patch via ExternalProject PATCH_COMMAND instead of mutating the checkout at configure time, pin the third-party aggregate and Dawn to fixed commits, derive the SDK header list from the module manifest, and add deprecation notices for the third-party directory aliases. Also fix message typos and sync test-count docs.
2026-08-19 22:44:51 +08:00
Cursor Agentand西风逍遥游 d80df444aa refactor(scene): register link kinds instead of hard-coding them
A scene link keeps an external object in step with the node it hangs off. The
kinds were a closed enum with a switch in TransformSystem, so scene had to
include graphics, physics and audio to do the casts, and no other module could
ever attach to the tree without editing SceneHost.h -- particles, voxel,
spritestack, avatar and weather all had to stay outside it.

Kinds are registered now (scene/SceneLink.h). The module owning the target type
supplies pushWorld / pullWorld / alive, keeps the casts on its own side where
the type is complete, and scene never learns what a Renderable3D is. Dispatch is
a function-pointer table rather than virtual calls, since link sync runs for
every dirty node every frame.

The six typed helpers (linkRenderable2D and friends) stay as conveniences and
now resolve their kind by name, so they return false rather than crash when the
module that registers it was trimmed out. The script API already named kinds
with strings, which is exactly the registry key, so it is unchanged.

Direction is now the right way round: graphics, physics and audio depend on
scene rather than scene on them, and scene drops from L5 to L1. What remains is
scene -> graphics from pickScreenAt / collectFrustumIdsAt, which take a Camera3D
and read its projection; that is recorded in the back-edge whitelist as the next
thing to move.

Each provider lives in a SceneLinks.cpp, sharing the basename so the three come
out of the build together when scene is disabled.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:25 +00:00
Cursor Agentand西风逍遥游 f7aacbc4a9 refactor(event): let modules translate their own platform events
The SDL pump did the translation itself, so it had to know about keyboard,
joystick, touch, window, graphics, audio and ui: eight upward dependencies from
one of the engine's lowest modules, and the source of every remaining
dependency cycle.

Each module now registers an IPlatformEventSink for the events it owns and the
pump only dispatches. Key and text events move to keyboard/sdl, joystick and
game-controller events (including the hotplug device table) to joystick/sdl,
finger events to touch/sdl, resize and the mobile background/foreground surface
watch to window/sdl, the ImGui observer to ui, and Audio::pump to an
end-of-pump hook in audio. The pump keeps only quit and window-close, which are
about the event loop rather than any one module.

Sinks run in priority order -- observer, then surface, then input -- so ImGui
still sees events first and the window is resized before anything reads its
size. The mobile surface teardown keeps using SDL_AddEventWatch rather than the
poll path, since by the time SDL_PollEvent returns the native surface is gone;
the watch is now installed by the window module on its first pump.

Also removes exceptionIfInRenderPass, whose body has been commented out since
it was written and whose only remaining effect was a graphics include.

The engine dependency graph now has zero cycles, down from 26, and the back-edge
whitelist is down to 2 (window -> graphics, window -> image). Layering is also
right way up: event sits at L0 with the input modules above it at L1/L2.

Verified: unit tests for event/input/ui/audio/thread pass, and the example
smoke suite gives the same 19 pass / 9 fail as the pre-change baseline (those 9
fail on main too, from script API drift in the examples themselves).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:04 +00:00
Cursor Agentand西风逍遥游 164e8c1b4c refactor(filesystem): dispatch hot reload instead of hard-coding asset kinds
HotReload knew what lived at every watched path: it included graphics to
refresh textures, particles to reload emitter configs and map to reload tile
layers. That made the engine's lowest-level module depend on three of its
highest, and it was the only reason filesystem sat in a dependency cycle.

Each module now registers an eve::caps::IAssetReloader for the assets it owns
and HotReload only routes paths. Behaviour is unchanged: automatic dispatch
still matches by extension, an explicit bind() still targets one kind and
ignores the extension, and the texture reloader runs at kTexture priority so
the GPU upload happens before emitters and tile layers re-bind to it.

The reloadable set now follows the linked module set, so a build without
particles simply has no particle reloader rather than a dangling reference.
Reload kinds also become extensible: a module or plugin can add one without
touching filesystem.

Back-edge whitelist 14 -> 11; the dependency graph is now acyclic apart from
the event pump.

(map.render.tilesContributeDepthY fails when run after the hotreload cases both
before and after this change -- pre-existing test-order state, not from here.)

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:04 +00:00
Cursor Agentand西风逍遥游 08679654e0 feat(common): add the capability registry, use it for GPU info and main-thread posts
Introduces eve::cap in common/Capability.h: a name-keyed registry where the
consumer owns the interface, the provider registers an implementation, and
neither includes the other. It generalises what common/RenderTrace.h already
does for the render tracer, and supports both a single provider (provide/query)
and many ordered ones (addListener/forEach), keyed by string so a provider
compiled into a plugin lands in the same slot as the host.

Two upward dependencies go away:

  system -> graphics   IGpuInfo. The Vulkan physical-device fields move into
                       graphics/vulkan/GpuInfoProvider.cpp, with a WebGPU
                       counterpart, so System.cpp loses both the graphics
                       include and its EVENGINE_WEBGPU branches.

  thread -> event      IMainThreadPost. postMain and submitPost now enqueue
                       through the capability. The interface makes explicit
                       what was previously only a comment in submitPost: the
                       submitting thread calls prepare() so the worker never
                       reaches the module registry.

Both now report an error when no provider is linked, rather than lazily
creating a module the build may not contain.

Step S3 of docs/dev/模块编排与裁剪架构.md; back-edge whitelist 16 -> 14.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:04 +00:00
Cursor Agentand西风逍遥游 c4fd641115 docs: add module orchestration and trimming architecture analysis
Analyse how the 53 modules currently collaborate and why none of them can be
trimmed outside the hardcoded WASM axis, then lay out a target architecture and
a six-step route to per-module build options.

Adds scripts/module_depgraph.py, which produces the dependency graph, the
7-layer topological ordering and the cycle list the document cites. Its --check
mode fails on any back-edge outside the 16 known ones, so it doubles as the CI
guardrail for step S1.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:04 +00:00