Preserve source locations across cached imports and record MVP acceptance

This commit is contained in:
Emil
2026-09-18 05:55:29 +03:00
parent 0f34b03631
commit 4cb82556de
14 changed files with 797 additions and 6 deletions
+26
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@@ -261,3 +261,29 @@ including the launcher fix, and proceeded to real native Release exports. That r
predates checkpoint 5's new authoring/diagnostic changes, whose Windows checks remain
separate. The next full Windows build enables the optional diagnostic module too.
No MVP tag is claimed at this checkpoint.
## Checkpoint 5 acceptance and source relocation correction
The clean `0f34b03` Linux checkout built offline with 20/20 CPU tests, then created
and rendered a fresh project using the Manual's command. Both checked-in games were
exported in Release, moved outside the SDK into Unicode paths and run for 120 frames
with source projects hidden; Khronos validation was active with no errors. All seven
recovery scenarios and the real Blender/live-Editor round-trip passed. Exact inputs,
hashes and limits are in [the Linux acceptance record](validation/checkpoint5-linux-2026-09-18/README.md).
A subsequent source-relocation regression was reproduced and corrected: a cache-hit
rename/move updated the logical source pointer while retaining the historical payload
path, so the new freshness check incorrectly kept the asset stale. Publication now
stores both paths atomically. Earlier pointers remain readable by resolving the
payload relative to the moved logical source; immutable content generations and cache
keys are unchanged. Regression cases cover PNG, Blender bundles and external glTF
buffers/images, with both new and legacy pointer records. Full Linux integration
remains 34 passed / 1 explicit Wayland skip / 0 failed; targeted ASan/UBSan asset/cook
checks passed 2/2 after this correction.
Windows run `35299805623` at `e0b9651` completed successfully, including both Release
integration exports, incremental C++ rebuilding, and the two checked-in games with
Unicode relocation. It used SwiftShader without the Khronos validation layer and is
functional software-Vulkan evidence, not a physical-GPU benchmark. Checkpoint 5's
newer Windows graphics/export run and the relocation correction have their own
revision-specific gates.