Describe staged source verification boundaries accurately

This commit is contained in:
Emil
2026-09-24 04:04:23 +03:00
parent 54d1bae962
commit 331815d458
6 changed files with 26 additions and 13 deletions
@@ -45,7 +45,7 @@ The run also imported the small Blender bundle cold and cached in 49 and 52 ms,
respectively; Editor process startup dominates that tiny asset sample, so those
two values do not establish import-cache speedup. The raw
[failed-build job](raw/build_failure-01-stdout.txt) exposed a navigation defect:
the compiler named the immutable source snapshot, and the original structured
the compiler named the staged source copy, and the original structured
diagnostic omitted `file`. A later fix maps only the verified staged `Scripts`
subtree to project-relative source. A [real failed-build replay](diagnostic-replay.json)
with the corrected Editor returns `Scripts/Gameplay.cpp`, line 73, column 2.
@@ -54,6 +54,12 @@ Windows drives; `build_schema_publication` verifies that an error after 250
third-party warnings survives the 200-row diagnostic limit. These are separate
from this unmodified measurement.
Follow-up `54d1bae` rehashes both the live source and the staged copy after
native build and before reuse/publication. A fixture changes the staged C++
header during schema export; the build fails and retains the last-good pointer.
The copy is content-verified at those boundaries, not sealed against a same-user
write-and-restore during compiler reads.
The [3,000-frame lifecycle profile](raw/cpp-3000-frame-lifecycle.json) completed
with zero Vulkan validation errors. Maximum explicit Vulkan allocation was
15,787,008 bytes in both frames 101–200 and 2901–3000, a measured growth of zero;