feat(docs): Add interrupt system documentation

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hyper
2026-07-22 16:01:36 +08:00
parent 6207872e45
commit 8a32588c54
4 changed files with 212 additions and 1 deletions
+52
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@@ -248,3 +248,55 @@ tracking. Outside a batching scope, call `MarkModified` after mutating.
`WorldSerializer.Save/Load` uses the source-generated `ComponentRegistry`.
All component types used with `World` generic methods are automatically
discovered. Serialization round-trips must be tested — see `testing-games` skill.
## Interrupts
Interrupts pause system execution until an external response arrives. A system
issues an interrupt, the next tick is skipped, and a handler command resolves it.
### Issuing an Interrupt
```csharp
[MessagePackObject]
public record struct ConfirmInterrupt : IInterrupt
{
[Key(0)] public string Message;
}
// In a system:
world.Interrupt(new ConfirmInterrupt { Message = "Are you sure?" });
```
The current tick completes normally. The **next** tick is blocked — `SystemGroup`
skips all systems but still drains commands and posts changes.
### Handling an Interrupt
Handler commands implement `IInterruptHandlerCommand<T>`. The default `Execute`
calls `TryResolve` with the pending interrupt. Return `true` to resolve it,
`false` to leave it pending for another handler:
```csharp
[MessagePackObject]
public struct ConfirmHandler : IInterruptHandlerCommand<ConfirmInterrupt>
{
[Key(0)] public bool Confirmed;
public bool TryResolve(ConfirmInterrupt interrupt)
{
// Do work here. The interrupt is just a signal.
return true;
}
}
// External code (e.g., UI button) enqueues the handler:
world.Commands.Enqueue(new ConfirmHandler { Confirmed = true });
```
### Key Rules
- Only one interrupt of a given type may be pending at a time. A second call
to `Interrupt<T>` with the same type throws.
- Interrupts are transient — they are not serialized and do not survive save/load.
- If no `SystemGroup` manages the world, `Interrupt<T>()` is a no-op.
- Check pending interrupts with `world.HasInterrupt<T>()`.