Bricks: runtime-activatable feature modules

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#363 0 comentarios 0 reacciones 0 asignados Ver en GitHub

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Evaluación

Dificultad
5/5
Tiempo estimado
Más de una semana
Aptitud para principiantes
25/100
Tipo de issue
Nueva funcionalidad
Claridad
Bastante claro
Estado de actividad
Activo
Stack tecnológico
csharp
Área
game-dev

Línea de trabajo

Start with the subsystem registry work in related issue #358, then trace how Turian registers systems and DDD listeners. The issue specifies lifecycle, manifest, runtime activation, AOT and Studio requirements but names no files or tests. Done means Play Mode toggling adds and removes systems and listeners without leaks, and a shipped build activates a disabled module from a DataAsset.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

c:editor c:engine c:scripting p:low size:L t:feature
Current State

Turian bricks are install-time delivery: what a brick ships is decided at build time, and runtime toggles (e.g. physics event merging, telemetry) are ad-hoc config flags with no shared lifecycle.

A first-class feature-module layer lets applications compose optional systems per configuration, scene or saved state, and lets the engine toggle measured subsystems without bespoke switches.

Tasks
  • IFeatureModule contract: ordered lifecycle (register, activate, deactivate, dispose) with dependency ordering, built on the subsystem registry (#358)
  • Safe activation while running: systems and DDD listeners are added and removed cleanly; no leaks on deactivate
  • Brick manifests declare feature modules; a shipped build can include a module disabled and activate it from an authored DataAsset
  • Per-tick/per-contact callbacks stay direct: no hidden indirection, and zero cost while a module is inactive
  • Closed, AOT-safe registration; headless parity
  • Studio: feature module panel with enable/disable during Play Mode and an activation event log
Acceptance Criteria
  • Toggling a feature module during Play Mode adds and removes its systems/listeners with zero leaks (allocation and listener-count assertions).
  • A shipped build contains a disabled feature module and activates it from a DataAsset at runtime.
Related

#358, #359, #55

References
  • Unreal Engine's Game Features and Modular Gameplay plugins cover the same need: standalone features activated and deactivated at runtime with lifecycle hooks.
Lenguaje dominante
C#
Estrellas
1
Forks
1
Merge medio
1 h 58 min
PR fusionados (30 d)
28

Preparar el entorno

Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

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