Reverify staged gameplay sources before build publication
Native and manual checks / native (ubuntu-24.04) (push) Failing after 35s
Native and manual checks / manual (push) Successful in 28s
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 35s
Native and manual checks / manual (push) Successful in 28s
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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@@ -5,6 +5,17 @@
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// asynchronous BuildService and publication code without compiling a game.
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namespace fs = std::filesystem;
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using namespace faset;
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namespace {
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fs::path configured_gameplay_scripts() {
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for (const auto& argument : read_json("configure-fixture.json")) {
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const auto text = argument.get<std::string>();
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constexpr std::string_view prefix = "-DFASET_GAMEPLAY_SOURCE_DIR=";
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if (text.starts_with(prefix))
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return path_from_utf8(text.substr(prefix.size()));
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}
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throw std::runtime_error("Fixture has no configured gameplay source snapshot");
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}
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} // namespace
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int tool_main(int argc, char** argv) {
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try {
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if (argc >= 3 && std::string_view(argv[1]) == "--output") {
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@@ -24,8 +35,9 @@ int tool_main(int argc, char** argv) {
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if (fs::exists("mutate-lua-snapshot"))
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atomic_write(snapshot / "Scripts/main.lua", "-- corrupt snapshot\n");
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}
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if (fs::exists("mutate-cpp-header-during-build"))
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atomic_write("Scripts/Extensions/BuildOnly.hpp", "#define BUILD_ONLY 2\n");
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if (fs::exists("mutate-cpp-snapshot-during-schema-export"))
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atomic_write(configured_gameplay_scripts() / "Extensions/BuildOnly.hpp",
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"#define BUILD_ONLY 2\n");
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atomic_write_json(path_from_utf8(argv[2]), read_json("schema-fixture.json"));
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return 0;
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}
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