Bricks: runtime-activatable feature modules

Aperta
#363 0 commenti 0 reazioni 0 assegnatari Vedi su GitHub

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Valutazione

Difficoltà
5/5
Tempo stimato
Più di una settimana
Idoneità per principianti
25/100
Tipo di issue
Funzionalità
Chiarezza
Abbastanza chiara
Stato di attività
Attiva
Stack tecnologico
csharp
Ambito
game-dev

Direzione di ricerca

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.

Scritto dal modello di indicizzazione a partire dal testo della issue.

Descrizione

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.
Lingua principale
C#
Stelle
1
Fork
1
Merge medio
1h 58m
PR unite (30g)
28

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