Keep Windows export integration outside engine checkout
Native and manual checks / native (ubuntu-24.04) (push) Failing after 32s
Native and manual checks / manual (push) Successful in 27s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
Native and manual checks / native (ubuntu-24.04) (push) Failing after 32s
Native and manual checks / manual (push) Successful in 27s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
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@@ -71,7 +71,7 @@ jobs:
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VK_LOADER_DEBUG: error,warn,driver
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VK_LOADER_DEBUG: error,warn,driver
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run: ctest --preset windows-debug --timeout 180
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run: ctest --preset windows-debug --timeout 180
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- name: Real Release exports, 2D and 3D execution, incremental Debug rebuild
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- name: Real Release exports, 2D and 3D execution, incremental Debug rebuild
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run: build/windows-debug/faset_build_service_tests.exe --integration .cache/windows-export-e2e
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run: build/windows-debug/faset_build_service_tests.exe --integration "${{ runner.temp }}/faset-windows-export-e2e"
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- name: Export and relocate C++ and Lua playable games
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- name: Export and relocate C++ and Lua playable games
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run: python tools/verify_playable_exports.py --editor build/windows-debug/faset_editor.exe --output .cache/windows-playable-exports --include-lua
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run: python tools/verify_playable_exports.py --editor build/windows-debug/faset_editor.exe --output .cache/windows-playable-exports --include-lua
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- name: Preserve graphics and export evidence
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- name: Preserve graphics and export evidence
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@@ -89,8 +89,8 @@ jobs:
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.cache/windows-graphics/sdk/source-identity.json
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.cache/windows-graphics/sdk/source-identity.json
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build/windows-debug/Testing/Temporary/LastTest.log
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build/windows-debug/Testing/Temporary/LastTest.log
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build/windows-debug/*test.ppm
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build/windows-debug/*test.ppm
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.cache/windows-export-e2e/result-*.json
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${{ runner.temp }}/faset-windows-export-e2e/result-*.json
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.cache/windows-export-e2e/export-*/generations/*/manifest.json
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${{ runner.temp }}/faset-windows-export-e2e/export-*/generations/*/manifest.json
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.cache/windows-export-e2e/export-*/generations/*/verification.ppm
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${{ runner.temp }}/faset-windows-export-e2e/export-*/generations/*/verification.ppm
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.cache/windows-playable-exports/report.json
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.cache/windows-playable-exports/report.json
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.cache/windows-playable-exports/evidence/*
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.cache/windows-playable-exports/evidence/*
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@@ -82,6 +82,17 @@ void run(const fs::path& root) {
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}
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}
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check(refused_unowned && fs::is_regular_file(user_directory / "do-not-delete.txt"),
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check(refused_unowned && fs::is_regular_file(user_directory / "do-not-delete.txt"),
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"Unowned native directory is never cleared");
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"Unowned native directory is never cleared");
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auto engine_nested = config;
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engine_nested.build_directory = engine_nested.engine_root / ".cache/unsafe-test-native-build";
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bool refused_engine_overlap{};
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try {
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editor::ensure_native_toolchain_stamp(
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engine_nested, engine_nested.build_directory / "Debug", changed_tool);
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} catch (const std::exception&) {
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refused_engine_overlap = true;
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}
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check(refused_engine_overlap && !fs::exists(engine_nested.build_directory),
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"Integration fixture native builds cannot overlap the engine checkout");
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std::error_code native_link_error;
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std::error_code native_link_error;
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fs::create_directory_symlink(user_directory, config.build_directory / "Release",
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fs::create_directory_symlink(user_directory, config.build_directory / "Release",
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native_link_error);
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native_link_error);
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