Reuse verified gameplay schema and build generations
This commit is contained in:
@@ -25,4 +25,17 @@ BuildInputs capture_build_inputs(const BuildConfig& config, const scripting::Lua
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void ensure_native_toolchain_stamp(const std::filesystem::path& native_directory,
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const BuildInputs& inputs);
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// Native build completes before package reuse is considered. Hash the actual
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// generated outputs, not their timestamps or just the gameplay sources.
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std::string build_package_key(const BuildInputs& inputs,
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const std::filesystem::path& native_directory,
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const std::string& configuration,
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const std::filesystem::path& player,
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const std::filesystem::path& exporter);
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// A hit is accepted only if the complete published file set and schema match
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// the manifest. Malformed or old manifests are safe cache misses.
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bool validate_build_generation(const std::filesystem::path& directory,
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const std::string& package_key);
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} // namespace faset::editor
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@@ -1,9 +1,12 @@
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#include <faset/editor/build_cache.hpp>
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#include <faset/authoring/schema.hpp>
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#include <faset/core/hash.hpp>
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#include <faset/core/io.hpp>
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#include <faset/core/process.hpp>
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#include <cctype>
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#include <cstdlib>
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#include <set>
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#include <stdexcept>
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namespace faset::editor {
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@@ -151,4 +154,112 @@ void ensure_native_toolchain_stamp(const fs::path& native_directory,
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{"toolchain_hash", inputs.toolchain_hash}});
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}
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std::string build_package_key(const BuildInputs& inputs, const fs::path& native_directory,
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const std::string& configuration, const fs::path& player,
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const fs::path& exporter) {
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Json files = Json::object();
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for (const auto& [name, path] :
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{std::pair{"player", player}, std::pair{"exporter", exporter},
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std::pair{"cmake_cache", native_directory / "CMakeCache.txt"}}) {
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if (!fs::is_regular_file(path) || fs::is_symlink(path))
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throw std::runtime_error("Native build artifact is missing: " + path_to_utf8(path));
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files[name] = sha256_file(path);
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}
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const auto shaders = native_directory / "shaders";
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if (!fs::is_directory(shaders))
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throw std::runtime_error("Native shader directory is missing");
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for (const auto& entry : fs::recursive_directory_iterator(shaders)) {
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if (entry.is_symlink())
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throw std::runtime_error("Native shader is a symlink");
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if (entry.is_regular_file())
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files[generic_path_to_utf8(entry.path().lexically_relative(native_directory))] =
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sha256_file(entry.path());
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}
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// On Windows, a changed runtime DLL must also invalidate a package hit.
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for (const auto& root : {player.parent_path(), native_directory,
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native_directory / configuration}) {
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if (!fs::is_directory(root))
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continue;
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for (const auto& entry : fs::directory_iterator(root)) {
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auto extension = path_to_utf8(entry.path().extension());
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for (auto& character : extension)
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character = static_cast<char>(std::tolower(static_cast<unsigned char>(character)));
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if (extension != ".dll")
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continue;
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if (!entry.is_regular_file() || entry.is_symlink())
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throw std::runtime_error("Native runtime DLL is not a regular file");
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files["dll:" + path_to_utf8(entry.path().filename())] = sha256_file(entry.path());
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}
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}
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return normalized_hash({{"format", "faset.package-key.v1"},
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{"inputs", inputs.fingerprint()},
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{"configuration", configuration},
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{"files", files}});
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}
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bool validate_build_generation(const fs::path& directory, const std::string& package_key) {
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try {
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if (!fs::is_directory(directory) || fs::is_symlink(directory))
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return false;
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const auto manifest_file = directory / "manifest.json";
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if (!fs::is_regular_file(manifest_file) || fs::is_symlink(manifest_file))
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return false;
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const auto manifest = read_json(manifest_file);
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if (manifest.at("format") != "faset.build" || manifest.at("version") != 2 ||
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manifest.at("package_key") != package_key || !manifest.at("files").is_array())
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return false;
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std::set<std::string> expected;
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for (const auto& record : manifest.at("files")) {
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const auto name = record.at("path").get<std::string>();
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const auto relative = path_from_utf8(name);
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if (relative.empty() || relative.is_absolute() || name == "manifest.json" ||
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generic_path_to_utf8(relative) != name)
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return false;
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for (const auto& component : relative)
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if (component == "." || component == "..")
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return false;
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if (!expected.insert(name).second)
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return false;
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auto file = directory;
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for (const auto& component : relative) {
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file /= component;
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if (fs::is_symlink(file))
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return false;
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}
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if (!fs::is_regular_file(file) || fs::is_symlink(file) ||
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sha256_file(file) != record.at("sha256").get<std::string>() ||
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fs::file_size(file) != record.at("size").get<std::uintmax_t>())
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return false;
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}
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for (const auto& entry : fs::recursive_directory_iterator(directory)) {
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if (entry.is_symlink())
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return false;
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if (entry.is_regular_file()) {
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const auto name = generic_path_to_utf8(entry.path().lexically_relative(directory));
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if (name != "manifest.json" && !expected.contains(name))
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return false;
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}
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}
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const auto player_name = manifest.at("player").get<std::string>();
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const auto schema_name = manifest.at("schema").get<std::string>();
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if (!expected.contains(player_name) || !expected.contains(schema_name) ||
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!expected.contains("faset_schema_exporter" + fs::path(player_name).extension().string()))
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return false;
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for (const auto* shader : {"vertexMain", "fragmentMain", "shadowMain",
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"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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for (const auto* extension : {".spv", ".reflection.json"})
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if (!expected.contains("shaders/" + std::string(shader) + extension))
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return false;
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const auto schema = read_json(directory / schema_name);
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if (schema.at("format") != "faset.schema" || schema.at("version") != 1 ||
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schema.at("build_fingerprint") != manifest.at("fingerprint"))
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return false;
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(void)authoring::gameplay_schemas(schema);
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return true;
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} catch (const std::exception&) {
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return false;
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}
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}
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} // namespace faset::editor
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@@ -241,6 +241,10 @@ struct BuildService::Impl {
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}
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}
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Json build(Job& job, bool exporting = false) {
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const auto started = std::chrono::steady_clock::now();
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const auto milliseconds = [](auto from, auto to) {
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return std::chrono::duration_cast<std::chrono::milliseconds>(to - from).count();
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};
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const auto& configuration = exporting ? config.export_configuration : config.configuration;
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const auto native_directory = config.build_directory / configuration;
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checkpoint(job, "Configuring gameplay", .05);
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@@ -252,8 +256,6 @@ struct BuildService::Impl {
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if (has_cpp != has_hpp || (!has_cpp && !job.lua.enabled()))
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throw std::runtime_error("Project requires Scripts/Gameplay.cpp and Gameplay.hpp, "
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"or Lua entry scripts declared in project.faset.json");
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const auto cpp_source = has_cpp ? read_text(cpp) : std::string{};
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const auto hpp_source = has_hpp ? read_text(hpp) : std::string{};
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ensure_native_toolchain_stamp(native_directory, inputs);
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std::vector<std::string> arguments = {config.cmake,
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"-S",
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@@ -292,14 +294,62 @@ struct BuildService::Impl {
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arguments.push_back(std::string("-DFASET_ENABLE_LUA=") +
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(job.lua.enabled() ? "ON" : "OFF"));
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run(job, std::move(arguments), config.project_root);
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const auto configured = std::chrono::steady_clock::now();
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checkpoint(job, "Compiling and linking Player", .25);
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run(job,
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{config.cmake, "--build", path_to_utf8(native_directory), "--config", configuration,
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"--parallel", "4", "--target", "faset_player", "faset_schema_exporter"},
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config.project_root);
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checkpoint(job, "Exporting gameplay schema", .58);
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const auto compiled = std::chrono::steady_clock::now();
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auto player = build_executable(native_directory, configuration, "faset_player");
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auto exporter = build_executable(native_directory, configuration, "faset_schema_exporter");
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const auto package_key =
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build_package_key(inputs, native_directory, configuration, player, exporter);
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const auto source_unchanged = [&] {
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if (gameplay_source_hash(config.project_root,
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scripting::loadLuaProject(config.project_root)) !=
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inputs.source_hash)
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throw std::runtime_error("Gameplay sources changed during the build; build again");
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};
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const auto result_for = [&](const std::string& id, const std::string& fingerprint,
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bool reused) -> Json {
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const auto directory = config.cache_root / "builds" / id;
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const auto finished = std::chrono::steady_clock::now();
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return {{"generation", id},
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{"directory", path_to_utf8(directory)},
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{"build_directory", path_to_utf8(native_directory)},
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{"configuration", configuration},
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{"player", path_to_utf8(directory / ("faset_player" + executable_suffix()))},
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{"schema", path_to_utf8(directory / "schema.json")},
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{"lua_enabled", job.lua.enabled()},
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{"lua_fingerprint", job.lua.fingerprint},
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{"fingerprint", fingerprint},
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{"schema_cache_hit", reused},
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{"generation_reused", reused},
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{"phase_times_ms",
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{{"configure", milliseconds(started, configured)},
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{"native_build", milliseconds(configured, compiled)},
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{"schema_package", reused ? 0 : milliseconds(compiled, finished)},
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{"total", milliseconds(started, finished)}}}};
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};
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const auto pointer_file = config.cache_root / "last_build.json";
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if (fs::is_regular_file(pointer_file))
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try {
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const auto pointer = read_json(pointer_file);
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const auto id = pointer.at("generation").get<std::string>();
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const auto candidate =
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project_path(config.cache_root, fs::path("builds") / id);
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if (validate_build_generation(candidate, package_key)) {
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source_unchanged();
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checkpoint(job, "Reusing verified build generation", .68);
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const auto manifest = read_json(candidate / "manifest.json");
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log(job, "Verified schema/package cache hit: " + id + "\n");
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return result_for(id, manifest.at("fingerprint").get<std::string>(), true);
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}
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} catch (const std::exception&) {
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// A bad pointer or old/corrupt generation is a cache miss.
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}
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checkpoint(job, "Exporting gameplay schema", .58);
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const auto staging = config.cache_root / "builds" / (".staging-" + job.status.id);
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const auto generation = config.cache_root / "builds" / job.status.id;
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fs::create_directories(staging);
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@@ -324,10 +374,7 @@ struct BuildService::Impl {
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// Validate the complete metadata before publishing either the schema or
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// its Player generation. Session uses this same authoring contract.
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(void)authoring::gameplay_schemas(schema);
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std::string fingerprint = sha256_file(player) + sha256_file(exporter) +
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read_text(native_directory / "CMakeCache.txt");
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fingerprint += cpp_source + hpp_source + job.lua.fingerprint;
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fingerprint = sha256(fingerprint);
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const auto fingerprint = package_key;
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schema["build_fingerprint"] = fingerprint;
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if (job.lua.enabled())
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schema["lua_fingerprint"] = job.lua.fingerprint;
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@@ -343,36 +390,39 @@ struct BuildService::Impl {
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"gpuHzbMain.reflection.json", "gpuPostCullMain.reflection.json"})
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copy_required_file(native_directory / "shaders" / file, staging / "shaders" / file);
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copy_runtime_libraries(job, player, staging, native_directory, configuration);
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Json files = Json::array();
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for (const auto& entry : fs::recursive_directory_iterator(staging)) {
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if (entry.is_symlink())
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throw std::runtime_error("Build generation contains a symlink");
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if (entry.is_regular_file())
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files.push_back(
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{{"path", generic_path_to_utf8(entry.path().lexically_relative(staging))},
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{"sha256", sha256_file(entry.path())},
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{"size", entry.file_size()}});
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}
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Json manifest{{"format", "faset.build"},
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{"version", 1},
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{"version", 2},
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{"id", job.status.id},
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{"fingerprint", fingerprint},
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{"package_key", package_key},
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{"configuration", configuration},
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{"lua_enabled", job.lua.enabled()},
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{"lua_fingerprint", job.lua.fingerprint},
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{"player", "faset_player" + executable_suffix()},
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{"schema", "schema.json"}};
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{"schema", "schema.json"},
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{"files", files}};
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atomic_write_json(staging / "manifest.json", manifest);
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checkpoint(job, "Publishing build generation", .68);
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if (job.lua.enabled() &&
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scripting::loadLuaProject(staging).fingerprint != job.lua.fingerprint)
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throw std::runtime_error("Lua build snapshot changed during schema export");
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if (gameplay_source_hash(config.project_root,
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scripting::loadLuaProject(config.project_root)) !=
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inputs.source_hash)
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throw std::runtime_error("Gameplay sources changed during the build; build again");
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source_unchanged();
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if (!validate_build_generation(staging, package_key))
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throw std::runtime_error("Build generation failed final integrity validation");
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fs::rename(staging, generation);
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atomic_write_json(config.cache_root / "last_build.json",
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{{"generation", job.status.id}, {"fingerprint", fingerprint}});
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return {{"generation", job.status.id},
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{"directory", path_to_utf8(generation)},
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{"build_directory", path_to_utf8(native_directory)},
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{"configuration", configuration},
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{"player", path_to_utf8(generation / ("faset_player" + executable_suffix()))},
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{"schema", path_to_utf8(generation / "schema.json")},
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{"lua_enabled", job.lua.enabled()},
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{"lua_fingerprint", job.lua.fingerprint},
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{"fingerprint", fingerprint}};
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return result_for(job.status.id, fingerprint, false);
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} catch (...) {
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std::error_code error;
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fs::remove_all(staging, error);
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@@ -72,6 +72,31 @@ void run(const fs::path& root) {
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check(!fs::exists(native / "sentinel"),
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"Changed toolchain invalidates only the generated native tree");
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atomic_write(native / "faset_player", "player-v1\n");
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atomic_write(native / "faset_schema_exporter", "exporter-v1\n");
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atomic_write(native / "CMakeCache.txt", "recipe-v1\n");
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atomic_write(native / "shaders/vertexMain.spv", "shader-v1\n");
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atomic_write(native / "faset_runtime.dll", "runtime-v1\n");
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auto package_key = [&] (const editor::BuildInputs& inputs) {
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return editor::build_package_key(inputs, native, "Debug", native / "faset_player",
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native / "faset_schema_exporter");
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};
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const auto first_key = package_key(changed_tool);
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check(first_key != package_key(changed_declaration) &&
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first_key != package_key(with_lua),
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"Toolchain and Lua source changes invalidate package identity");
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auto option_config = config;
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option_config.configure_arguments.push_back("-DFASET_TEST_OPTION=ON");
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check(first_key != package_key(editor::capture_build_inputs(option_config, lua)),
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"Configure option changes invalidate package identity");
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atomic_write(native / "shaders/vertexMain.spv", "shader-v2\n");
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check(first_key != package_key(changed_tool),
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"Shader bytes invalidate package identity");
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atomic_write(native / "shaders/vertexMain.spv", "shader-v1\n");
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atomic_write(native / "faset_runtime.dll", "runtime-v2\n");
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check(first_key != package_key(changed_tool),
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"Runtime DLL bytes invalidate package identity");
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fs::create_directories(root / "outside");
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std::error_code link_error;
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fs::create_directory_symlink(root / "outside", scripts / "linked", link_error);
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@@ -92,7 +117,7 @@ int main() {
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try {
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run(root);
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fs::remove_all(root);
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std::cout << "Complete source and toolchain snapshot contracts passed\n";
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std::cout << "Source, toolchain and native package identity contracts passed\n";
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return 0;
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} catch (const std::exception& error) {
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std::cerr << error.what() << '\n';
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@@ -147,8 +147,27 @@ int test_main(int argc, char** argv) {
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authoring::AuthoringService authoring(config.project_root, authoring::builtin_schemas());
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const auto valid = manifest();
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atomic_write_json(config.project_root / "schema-fixture.json", valid);
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const auto first = builds.wait(builds.start_build());
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auto first = builds.wait(builds.start_build());
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check(first.state == "succeeded", "Valid custom schema v2 publishes: " + first.error);
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const auto repeated = builds.wait(builds.start_build());
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check(repeated.state == "succeeded" &&
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repeated.result.at("generation") == first.result.at("generation") &&
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repeated.result.at("schema_cache_hit") == true &&
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repeated.result.at("generation_reused") == true &&
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read_text(config.project_root / "schema-export-count.txt") == "1",
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"Unchanged native build reuses a verified schema generation");
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atomic_write(path_from_utf8(first.result.at("schema").get<std::string>()), "truncated");
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first = builds.wait(builds.start_build());
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check(first.state == "succeeded" && first.result.at("schema_cache_hit") == false &&
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read_text(config.project_root / "schema-export-count.txt") == "2",
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"Corrupt schema cannot be a cache hit");
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atomic_write(path_from_utf8(first.result.at("directory").get<std::string>()) /
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"shaders/vertexMain.spv",
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"corrupt");
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first = builds.wait(builds.start_build());
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check(first.state == "succeeded" && first.result.at("schema_cache_hit") == false &&
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read_text(config.project_root / "schema-export-count.txt") == "3",
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"Corrupt shader cannot be a cache hit");
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const auto directory = path_from_utf8(first.result.at("directory").get<std::string>());
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for (const auto* entry : {"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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@@ -163,6 +182,8 @@ int test_main(int argc, char** argv) {
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const auto previous_player = sha256_file(player);
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const auto previous_schema = read_text(schema);
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const auto previous_manifest = read_text(directory / "manifest.json");
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atomic_write(config.project_root / "Scripts/Extensions/BuildOnly.hpp",
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"#define BUILD_ONLY 3\n");
|
||||
atomic_write(config.project_root / "mutate-cpp-header-during-build", "fixture\n");
|
||||
const auto raced_header = builds.wait(builds.start_build());
|
||||
check(raced_header.state == "failed" && read_text(last_build) == previous_pointer,
|
||||
@@ -178,6 +199,11 @@ int test_main(int argc, char** argv) {
|
||||
"C++-only build explicitly disables the Lua VM in CMake");
|
||||
authoring.replace_external_schemas(read_json(schema));
|
||||
const auto previous_registry = authoring.schemas().manifest();
|
||||
std::size_t published_generations{};
|
||||
for (const auto& entry : fs::directory_iterator(directory.parent_path())) {
|
||||
(void)entry;
|
||||
++published_generations;
|
||||
}
|
||||
check(authoring.schemas().schema("game.mover").at("version") == 2,
|
||||
"Matching custom v2 metadata reaches authoring");
|
||||
migration_contracts(config.project_root / "migration-contracts", read_json(schema));
|
||||
@@ -261,9 +287,11 @@ int test_main(int argc, char** argv) {
|
||||
std::size_t generations{};
|
||||
for (const auto& entry : fs::directory_iterator(directory.parent_path())) {
|
||||
++generations;
|
||||
check(entry.path() == directory, "Invalid build leaves no staging or generation");
|
||||
check(!entry.path().filename().string().starts_with(".staging-"),
|
||||
"Invalid build leaves no staging generation");
|
||||
}
|
||||
check(generations == 1, "Only the validated build generation remains");
|
||||
check(generations == published_generations,
|
||||
"Invalid build publishes no new generation");
|
||||
bool rejected{};
|
||||
try {
|
||||
authoring.replace_external_schemas(invalid[index]);
|
||||
@@ -314,6 +342,8 @@ int test_main(int argc, char** argv) {
|
||||
"Later edits never mutate an already published Lua generation");
|
||||
const auto lua_pointer = read_text(last_build);
|
||||
for (const auto* marker : {"mutate-lua-during-build", "mutate-lua-snapshot"}) {
|
||||
atomic_write(config.project_root / "Scripts/main.lua",
|
||||
std::string(lua_source) + "-- force a schema export\n");
|
||||
atomic_write(config.project_root / marker, "fixture\n");
|
||||
const auto raced = builds.wait(builds.start_build());
|
||||
check(raced.state == "failed" && read_text(last_build) == lua_pointer,
|
||||
|
||||
@@ -8,6 +8,9 @@ using namespace faset;
|
||||
int tool_main(int argc, char** argv) {
|
||||
try {
|
||||
if (argc >= 3 && std::string_view(argv[1]) == "--output") {
|
||||
const auto count_file = fs::path("schema-export-count.txt");
|
||||
const auto count = fs::exists(count_file) ? std::stoi(read_text(count_file)) : 0;
|
||||
atomic_write(count_file, std::to_string(count + 1));
|
||||
if (argc == 5 && std::string_view(argv[3]) == "--project") {
|
||||
const auto snapshot = path_from_utf8(argv[4]);
|
||||
const auto project = read_json(snapshot / "project.faset.json");
|
||||
|
||||
Reference in New Issue
Block a user