Checkpoint 4: harden native paths, authoring workflows and Player lifecycle

This commit is contained in:
Emil
2026-09-18 05:14:50 +03:00
parent 5ac4db438d
commit 45bc352d46
88 changed files with 12606 additions and 504 deletions
+4 -1
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@@ -43,10 +43,13 @@ struct ImportRequest {
Json settings = nullptr; // Null restores the sidecar recipe; an object replaces it.
// Explicit conflict resolution; false keeps the previous generation active.
bool allow_removed_outputs = false;
// Optional review guards: reject a changed candidate or active generation.
// Empty keeps the ordinary import API; the Editor sets both on explicit acceptance.
std::string expected_generation{}, expected_active_generation{};
};
struct ImportResult {
ImportStatus status = ImportStatus::failed;
std::string asset_id, generation;
std::string asset_id, generation, previous_generation;
std::vector<std::string> diagnostics;
std::vector<std::string> removed_output_ids;
Json manifest;
+13
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@@ -5,6 +5,19 @@
#include <string_view>
namespace faset {
// Text/JSON/process arguments use UTF-8. Keep filesystem paths in native form
// internally; narrow path constructors/string() depend on the Windows code page.
std::filesystem::path path_from_utf8(std::string_view text);
std::string path_to_utf8(const std::filesystem::path& path);
std::string generic_path_to_utf8(const std::filesystem::path& path);
// Use only at file-I/O boundaries, never for serialized paths or identity comparisons.
// Windows: absolute, normalized extended-length path; other systems: unchanged.
std::filesystem::path native_io_path(const std::filesystem::path& path);
#ifdef _WIN32
// Thin wmain adapter: preserve the CRT's Unicode argument parsing and pass UTF-8
// to the shared application entry. No process/global code-page change is needed.
int run_utf8_main(int argc, wchar_t** argv, int (*entry)(int, char**)) noexcept;
#endif
std::string new_id();
std::string read_text(const std::filesystem::path& path);
Json read_json(const std::filesystem::path& path);
+3 -2
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@@ -8,10 +8,11 @@
namespace faset {
struct ProcessOptions {
// First element is the executable. Arguments are passed directly, never through a shell.
// UTF-8 text; the first element is the executable (use path_to_utf8 for paths).
// Arguments are passed directly, never through a shell.
std::vector<std::string> arguments;
std::filesystem::path working_directory;
std::map<std::string, std::string> environment;
std::map<std::string, std::string> environment; // UTF-8 names and values.
};
struct ProcessPoll {
bool running{};
+10 -5
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@@ -32,20 +32,23 @@ struct Mesh {
std::shared_ptr<const Mesh> cube_mesh();
struct Texture;
struct DrawItem {
std::shared_ptr<const Mesh> mesh;
std::shared_ptr<const Mesh> mesh{};
Mat4 model{identity};
Color color{1, 1, 1, 1};
float roughness{0.65f};
float metallic{0.0f};
bool cast_shadow{true};
std::shared_ptr<const Texture> texture;
std::shared_ptr<const Texture> texture{};
};
struct Sprite {
Vec3 position{};
Vec2 size{1, 1};
Color color{1, 1, 1, 1};
float rotation{};
std::shared_ptr<const Texture> texture;
std::shared_ptr<const Texture> texture{};
// Higher layers draw later. Within a layer, projected depth is sorted back to front;
// equal-depth sprites retain their submission order.
int layer{};
};
struct Texture {
std::uint32_t width{}, height{};
@@ -56,7 +59,7 @@ struct Texture {
struct Quad {
float x{}, y{}, width{}, height{};
Color color{1, 1, 1, 1};
std::shared_ptr<const Texture> texture;
std::shared_ptr<const Texture> texture{};
std::array<float, 4> uv_rect{0, 0, 1, 1};
};
struct Text {
@@ -88,7 +91,7 @@ struct RendererConfig {
bool headless{false};
bool validation{true};
// Optional isolated shader bundle, useful for editor preview and shader reload tests.
std::filesystem::path shader_directory;
std::filesystem::path shader_directory{};
};
struct Event {
enum class Type {
@@ -141,6 +144,8 @@ class Renderer {
std::vector<std::uint8_t> pixels() const;
std::uint32_t width() const;
std::uint32_t height() const;
// Effective UI scale in drawable pixels; updates when the window changes display.
float display_scale() const;
bool should_close() const;
const FrameStats& stats() const;
void set_title(const std::string&);
+17
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@@ -0,0 +1,17 @@
#pragma once
#include <nlohmann/json_fwd.hpp>
#include <string_view>
namespace faset::runtime {
// Exact native TypeIds. A prefix alone does not make a custom type native.
bool is_builtin_component(std::string_view type) noexcept;
// Player boundary: require every custom TypeId and its exact positive integer
// version in the linked gameplay schema. Accepts its array or a {types:[...]}
// manifest. Native components always require version 1. A missing version means
// 1 for existing development scenes. Gameplay may not redeclare native TypeIds.
// Does not migrate or change source data.
// Structural/native field checks remain Runtime::load's responsibility; this
// function has no authoring dependency and runs no gameplay callbacks.
void validate_scene_schemas(const nlohmann::json& scene, const nlohmann::json& gameplay_schema);
} // namespace faset::runtime
+3
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@@ -162,6 +162,9 @@ class Context {
// edit state.
void validate_layout(const Json&) const;
void apply_layout(const Json&);
// Layout metrics are logical units; rectangles/events/IME areas are drawable
// pixels. Scale also selects the glyph raster size (supported range .54).
// Changing it preserves text/focus and cancels active pointer drags.
void layout(float drawable_width, float drawable_height, float dpi_scale = 1);
bool handle(const render::Event&);
void draw(render::Snapshot&);