Reverify staged gameplay sources before build publication

This commit is contained in:
Emil
2026-09-24 04:02:08 +03:00
parent 48c60ea424
commit 523dbd76a4
3 changed files with 39 additions and 12 deletions
+14 -2
View File
@@ -5,6 +5,17 @@
// asynchronous BuildService and publication code without compiling a game.
namespace fs = std::filesystem;
using namespace faset;
namespace {
fs::path configured_gameplay_scripts() {
for (const auto& argument : read_json("configure-fixture.json")) {
const auto text = argument.get<std::string>();
constexpr std::string_view prefix = "-DFASET_GAMEPLAY_SOURCE_DIR=";
if (text.starts_with(prefix))
return path_from_utf8(text.substr(prefix.size()));
}
throw std::runtime_error("Fixture has no configured gameplay source snapshot");
}
} // namespace
int tool_main(int argc, char** argv) {
try {
if (argc >= 3 && std::string_view(argv[1]) == "--output") {
@@ -24,8 +35,9 @@ int tool_main(int argc, char** argv) {
if (fs::exists("mutate-lua-snapshot"))
atomic_write(snapshot / "Scripts/main.lua", "-- corrupt snapshot\n");
}
if (fs::exists("mutate-cpp-header-during-build"))
atomic_write("Scripts/Extensions/BuildOnly.hpp", "#define BUILD_ONLY 2\n");
if (fs::exists("mutate-cpp-snapshot-during-schema-export"))
atomic_write(configured_gameplay_scripts() / "Extensions/BuildOnly.hpp",
"#define BUILD_ONLY 2\n");
atomic_write_json(path_from_utf8(argv[2]), read_json("schema-fixture.json"));
return 0;
}