Files
GhostEngine/AGENTS.md
Misaki d71bdb3fc9 Refactor shader system: arrays, keywords, property syntax
Major refactor of shader compiler and related systems:
- Switch ShaderDescriptor/PassDescriptor to arrays; remove IPassDescriptor
- Rewrite keywords block parser/semantic analysis for flexible syntax
- Change property initializers to brace syntax `{ ... }`
- Simplify TokenStream API (remove ref index params)
- Make GetBindlessIndex return uint (~0u for not found)
- Update shader compilation and variant logic for new descriptors
- Update test shader syntax to match new property/keyword formats
- Add AGENTS.md agent development guide
- Add Antlr4 dependency to Ghost.DSL
- Miscellaneous code style and error handling improvements
2026-01-10 18:36:18 +09:00

298 lines
8.0 KiB
Markdown

# GhostEngine - Agent Development Guide
This guide provides essential information for AI coding agents working on the GhostEngine codebase.
## Project Overview
- **Type**: Game Engine
- **Language**: C#
- **Target Framework**: .NET 10.0
- **Special Features**: ECS architecture, D3D12 rendering, AOT compilation, WinUI 3 editor
- **Platform**: Windows (net10.0-windows10.0.22621.0 for editor projects)
## Build Commands
### Build Entire Solution
```bash
dotnet build GhostEngine.slnx
```
### Build Specific Project
```bash
dotnet build Ghost.Entities/Ghost.Entities.csproj
dotnet build Ghost.Editor/Ghost.Editor.csproj
```
### Build with Configuration
```bash
dotnet build GhostEngine.slnx -c Release
dotnet build GhostEngine.slnx -c Debug
```
### Clean Build
```bash
dotnet clean GhostEngine.slnx
dotnet build GhostEngine.slnx
```
## Test Commands
### Run All Tests (Custom Framework)
Tests use a custom test framework (not xUnit/NUnit/MSTest). Each test project is an executable.
```bash
# Run entity tests
dotnet run --project Ghost.Entities.Test/Ghost.Entities.Test.csproj
# Run shader tests
dotnet run --project Ghost.Shader.Test/Ghost.Shader.Test.csproj
```
### Run Single Test
Tests implement `ITest` interface. To run a specific test, modify the test project's `Program.cs`:
```csharp
// In Ghost.Entities.Test/Program.cs
TestRunner.Run<EntityQueryTest>(); // Run specific test
TestRunner.Run<EntityQueryTest>(10); // Run with 10 iterations
```
### Visual Tests (Graphics)
Graphics tests use WinUI 3 and require running as packaged apps:
```bash
dotnet run --project Ghost.Graphics.Test/Ghost.Graphics.Test.csproj
```
## Code Style Guidelines
### Formatting (from .editorconfig)
- **Braces**: Allman style - all opening braces on new lines
- **Line Length**: Max 400 characters (very permissive)
- **Single-line statements**: Preserved (allowed)
- **Single-line blocks**: Preserved (allowed)
```csharp
// Correct brace style
public void Method()
{
if (condition)
{
DoSomething();
}
}
```
### Imports
- **System directives**: NOT sorted first (dotnet_sort_system_directives_first = false)
- **No grouping**: Import directives not separated by blank lines
- **Order**: Organize by project convention, not alphabetically
```csharp
using Ghost.Core;
using Ghost.Entities;
using Misaki.HighPerformance.Collections;
using System.Diagnostics;
using TerraFX.Interop.DirectX;
```
### Types and Nullability
- **Nullable**: Enabled for all projects
- **Implicit usings**: Enabled
- **Unsafe code**: Allowed in most projects (AllowUnsafeBlocks = True)
- **Primary constructors**: NOT preferred (csharp_style_prefer_primary_constructors = false)
### Naming Conventions
- **Classes/Interfaces**: PascalCase (`EntityManager`, `ICommandBuffer`)
- **Methods**: PascalCase (`CreateEntity`, `GetComponent`)
- **Properties**: PascalCase (`IsSuccess`, `Value`)
- **Fields (private)**: Camel case with underscore prefix (`_entityLocations`, `_world`)
- **Fields (public/internal)**: Camel case, no prefix for struct fields (`archetypeID`, `chunkIndex`)
- **Type parameters**: Single letter or PascalCase (`T`, `TComponent`)
- **Constants**: PascalCase (no SCREAMING_SNAKE_CASE)
```csharp
public class EntityManager
{
private readonly World _world; // Private field
private UnsafeSlotMap<EntityLocation> _entityLocations;
public World World => _world; // Property
public Entity CreateEntity() { } // Method
}
internal struct EntityLocation // Struct
{
public int archetypeID; // Public struct field
public int chunkIndex;
}
```
### Error Handling
**Use Result Types** - Railway-oriented programming pattern:
```csharp
// Custom result types defined in Ghost.Core
public ErrorStatus DoOperation()
{
return ErrorStatus.None; // or ErrorStatus.NotFound, etc.
}
public Result<T> GetValue()
{
if (success)
return Result<T>.Success(value);
else
return Result<T>.Failure("Error message");
}
public Result<T, ErrorStatus> GetValueWithStatus()
{
if (success)
return value; // Implicit conversion
else
return ErrorStatus.NotFound; // Implicit conversion
}
// Extension methods for checking results
result.ThrowIfFailed();
var value = result.GetValueOrThrow();
var value = result.GetValueOrDefault(defaultValue);
if (result.TryGetValue(out var value)) { }
```
**Error Status Values**: None, NotFound, InvalidArgument, InvalidState, InternalError, PermissionDenied, NotSupported, OutOfMemory, Timeout, Cancelled, UnknownError
### Memory and Performance
- **Use unsafe code** when needed for performance-critical paths
- **Span<T> and stackalloc**: Prefer for temporary allocations
- **ref returns**: Use for zero-copy access to internal data
- **Allocator patterns**: Use `Allocator.Persistent` for long-lived allocations
- **AllocationManager**: Create stack scopes for temporary allocations
```csharp
// Stack allocation pattern
var entities = (Span<Entity>)stackalloc Entity[1];
// Using allocation scope
using var scope = AllocationManager.CreateStackScope();
var batchDestroy = new UnsafeList<EntityLocation>(entities.Length, scope.AllocationHandle);
// Ref returns for zero-copy access
public ref T GetSingleton<T>() where T : unmanaged, IComponent
{
var ptr = GetSingleton(ComponentTypeID<T>.Value);
return ref *(T*)ptr;
}
```
### Type Safety Patterns
**Strongly-typed identifiers**:
```csharp
Identifier<IComponent> componentID;
Identifier<Archetype> archetypeID;
Handle<T> resourceHandle;
```
**Generic constraints**:
```csharp
public void Method<T>() where T : unmanaged, IComponent
public void Method<T, E>() where E : struct, Enum
```
### Documentation
- **XML comments**: Required for public APIs
- **Summary tags**: Describe what, not how
- **Remarks**: Add for complex behavior, thread-safety warnings, structural changes
```csharp
/// <summary>
/// Create an entity with specified components.
/// </summary>
/// <param name="set">A set of component space IDs to add to the entities.</param>
/// <returns>The created entity.</returns>
/// <remarks>
/// This method causes structural changes and is not thread-safe.
/// Use <see cref="EntityCommandBuffer"/> to defer changes.
/// </remarks>
public Entity CreateEntity(ComponentSet set) { }
```
### Common Patterns
**ECS Component Registration**:
```csharp
// Type-safe component ID
ComponentTypeID<Transform>.Value
// Component sets for archetypes
var set = new ComponentSet(ComponentTypeID<Transform>.Value, ComponentTypeID<Velocity>.Value);
```
**Disposal Pattern**:
```csharp
private bool _disposed;
~MyClass()
{
Dispose();
}
public void Dispose()
{
if (_disposed) return;
// Cleanup code
_disposed = true;
GC.SuppressFinalize(this);
}
```
**Debug-only validation**:
```csharp
#if DEBUG || GHOST_EDITOR
if (!_isSuccess)
{
throw new InvalidOperationException($"Error: {_message}");
}
#endif
```
## Architecture Notes
### Entity Component System (ECS)
- Archetype-based storage (similar to Unity DOTS)
- Component data stored in chunks
- Queries use bitset signatures for fast matching
- Structural changes move entities between archetypes
### Graphics (D3D12)
- Hardware abstraction via `ICommandBuffer`
- Resource lifetime managed via handles
- Pipeline state objects (PSO) cached in library
- Native interop via TerraFX.Interop
### Custom Dependencies
- `Misaki.HighPerformance.*`: High-performance collections and utilities
- `TerraFX.Interop.*`: Native Windows/DirectX interop
- Custom source generators in `Ghost.Generator`
## Important Rules
1. **Never disable nullable warnings** - fix the root cause
2. **Use Result types** instead of throwing exceptions for expected failures
3. **Document thread-safety** in XML comments for public APIs
4. **AllowUnsafeBlocks** is enabled - use unsafe code when it improves performance
5. **Avoid collection expressions/initializers** (disabled in .editorconfig)
6. **Prefer explicit over implicit** - clarity over brevity
7. **Test changes** by running the appropriate test project executable