Keep real staged compile errors navigable under warning floods

This commit is contained in:
Emil
2026-09-24 03:38:24 +03:00
parent 131965583a
commit 5b4a7e946b
7 changed files with 107 additions and 45 deletions
+4 -3
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@@ -7,9 +7,10 @@
namespace faset::editor {
// Parse compiler, MSVC/clang-cl and Lua output into bounded Editor-facing rows.
// Only sources under the current project's Scripts directory receive a file
// key, so clients cannot offer navigation to unrelated filesystem paths.
// Only sources under the project Scripts directory or the verified immutable
// Scripts snapshot supplied by BuildService receive a project-relative file key.
Json parse_build_diagnostics(std::string_view raw_log, std::string_view phase,
const std::filesystem::path& project_root);
const std::filesystem::path& project_root,
const std::filesystem::path& snapshot_scripts = {});
} // namespace faset::editor
+25 -12
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@@ -44,7 +44,8 @@ std::string lower_ascii(std::string value) {
character = static_cast<char>(std::tolower(static_cast<unsigned char>(character)));
return value;
}
std::string project_source(std::string raw, const std::filesystem::path& project_root) {
std::string project_source(std::string raw, const std::filesystem::path& project_root,
const std::filesystem::path& snapshot_scripts) {
if (raw.starts_with("lua: "))
raw.erase(0, 5);
std::replace(raw.begin(), raw.end(), '\\', '/');
@@ -52,19 +53,29 @@ std::string project_source(std::string raw, const std::filesystem::path& project
if (component == "..")
return {};
const auto path = normalize_path(std::move(raw));
const auto root = normalize_path(path_to_utf8(project_root));
std::string relative;
if (!path.empty() && path[0] != '/' && !has_windows_drive(path))
relative = path;
else {
const auto windows = has_windows_drive(path) && has_windows_drive(root);
const auto comparable_path = windows ? lower_ascii(path) : path;
const auto comparable_root = windows ? lower_ascii(root) : root;
if (comparable_path.size() <= comparable_root.size() ||
!comparable_path.starts_with(comparable_root) ||
comparable_path[comparable_root.size()] != '/')
return {};
relative = path.substr(root.size() + 1);
const auto beneath = [&](const std::filesystem::path& directory) -> std::string {
if (directory.empty())
return {};
const auto root = normalize_path(path_to_utf8(directory));
const auto windows = has_windows_drive(path) && has_windows_drive(root);
const auto comparable_path = windows ? lower_ascii(path) : path;
const auto comparable_root = windows ? lower_ascii(root) : root;
if (comparable_path.size() <= comparable_root.size() ||
!comparable_path.starts_with(comparable_root) ||
comparable_path[comparable_root.size()] != '/')
return {};
return path.substr(root.size() + 1);
};
relative = beneath(project_root);
if (!relative.starts_with("Scripts/")) {
relative = beneath(snapshot_scripts);
if (!relative.empty())
relative = "Scripts/" + relative;
}
}
if (!relative.starts_with("Scripts/") || relative.size() <= 8)
return {};
@@ -83,7 +94,8 @@ int positive_number(const std::string& text) {
} // namespace
Json parse_build_diagnostics(std::string_view raw_log, std::string_view phase,
const std::filesystem::path& project_root) {
const std::filesystem::path& project_root,
const std::filesystem::path& snapshot_scripts) {
static const std::regex msvc(
R"(^(.+)\(([0-9]+)(?:,([0-9]+))?\)\s*:\s*(fatal error|error|warning|note)\s*([A-Za-z]+[0-9]+)?\s*:\s*(.*)$)");
static const std::regex clang_column(
@@ -140,7 +152,8 @@ Json parse_build_diagnostics(std::string_view raw_log, std::string_view phase,
diagnostic["column"] = column;
if (!code.empty())
diagnostic["code"] = code;
if (auto relative = project_source(file, project_root); !relative.empty())
if (auto relative = project_source(file, project_root, snapshot_scripts);
!relative.empty())
diagnostic["file"] = std::move(relative);
rows.push_back(std::move(diagnostic));
}
+34 -30
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@@ -295,15 +295,14 @@ struct BuildService::Impl {
if (job.status.log.size() > max_log_bytes)
job.status.log.erase(0, job.status.log.size() - max_log_bytes);
}
std::string run(Job& job, std::vector<std::string> arguments, const fs::path& cwd) {
std::string run(Job& job, std::vector<std::string> arguments, const fs::path& cwd,
const fs::path& snapshot_scripts = {}) {
if (job.cancelled)
throw Cancelled{};
std::string phase;
std::size_t diagnostics_before;
{
std::lock_guard lock(job.mutex);
phase = job.status.stage;
diagnostics_before = job.status.diagnostics.size();
}
std::string description = "$";
for (const auto& argument : arguments)
@@ -313,30 +312,40 @@ struct BuildService::Impl {
Process process({std::move(arguments), cwd, {}});
std::string output;
std::string pending;
bool saw_error = false;
const auto append_diagnostic = [&](const Json& row) {
const bool error = row.value("severity", "") == "error";
saw_error |= error;
std::lock_guard lock(job.mutex);
if (job.status.diagnostics.size() >= 200) {
if (!error)
return;
auto previous = std::find_if(job.status.diagnostics.begin(),
job.status.diagnostics.end(), [](const Json& entry) {
return entry.value("severity", "") != "error";
});
if (previous == job.status.diagnostics.end())
previous = job.status.diagnostics.begin();
job.status.diagnostics.erase(previous);
}
job.status.diagnostics.push_back(row);
};
const auto collect_diagnostics = [&](std::string_view chunk, bool final) {
pending.append(chunk);
std::size_t newline;
while ((newline = pending.find('\n')) != std::string::npos) {
const auto line = pending.substr(0, newline + 1);
pending.erase(0, newline + 1);
const auto found = parse_build_diagnostics(line, phase, config.project_root);
if (found.empty())
continue;
std::lock_guard lock(job.mutex);
for (const auto& row : found) {
if (job.status.diagnostics.size() >= 200)
break;
job.status.diagnostics.push_back(row);
}
const auto found = parse_build_diagnostics(
line, phase, config.project_root, snapshot_scripts);
for (const auto& row : found)
append_diagnostic(row);
}
if (final && !pending.empty()) {
const auto found = parse_build_diagnostics(pending, phase, config.project_root);
std::lock_guard lock(job.mutex);
for (const auto& row : found) {
if (job.status.diagnostics.size() >= 200)
break;
job.status.diagnostics.push_back(row);
}
const auto found = parse_build_diagnostics(
pending, phase, config.project_root, snapshot_scripts);
for (const auto& row : found)
append_diagnostic(row);
pending.clear();
} else if (pending.size() > 8192)
pending.erase(0, pending.size() - 8192);
@@ -356,14 +365,8 @@ struct BuildService::Impl {
output.erase(0, output.size() - max_log_bytes);
if (!poll.running) {
if (poll.exit_code.value_or(1) != 0) {
std::lock_guard lock(job.mutex);
bool has_error = false;
for (std::size_t index = diagnostics_before;
index < job.status.diagnostics.size(); ++index)
if (job.status.diagnostics[index].value("severity", "") == "error")
has_error = true;
if (!has_error && job.status.diagnostics.size() < 200)
job.status.diagnostics.push_back(
if (!saw_error)
append_diagnostic(
{{"severity", "error"},
{"phase", phase},
{"message", "Process exited with code " +
@@ -459,13 +462,13 @@ struct BuildService::Impl {
// whether the packaged game has a Lua VM linked into it.
arguments.push_back(std::string("-DFASET_ENABLE_LUA=") +
(job.lua.enabled() ? "ON" : "OFF"));
run(job, std::move(arguments), config.project_root);
run(job, std::move(arguments), config.project_root, staged_scripts);
const auto configured = std::chrono::steady_clock::now();
checkpoint(job, "Compiling and linking Player", .25);
run(job,
{config.cmake, "--build", path_to_utf8(native_directory), "--config", configuration,
"--parallel", "4", "--target", "faset_player", "faset_schema_exporter"},
config.project_root);
config.project_root, staged_scripts);
const auto compiled = std::chrono::steady_clock::now();
auto player = build_executable(native_directory, configuration, "faset_player");
auto exporter = build_executable(native_directory, configuration, "faset_schema_exporter");
@@ -532,7 +535,8 @@ struct BuildService::Impl {
export_arguments.insert(export_arguments.end(),
{"--project", path_to_utf8(staging)});
}
run(job, std::move(export_arguments), config.project_root);
run(job, std::move(export_arguments), config.project_root,
job.lua.enabled() ? staging / "Scripts" : staged_scripts);
auto schema = read_json(schema_file);
if (schema.value("format", "") != "faset.schema" || schema.value("version", 0) != 1 ||
!schema.contains("types") || !schema.at("types").is_array())
+19
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@@ -50,6 +50,25 @@ void contracts() {
"compile", project);
check(rows.size() == 2 && !rows[0].contains("file") && !rows[1].contains("file"),
"External and traversing sources are never navigable");
const auto snapshot = fs::path("/cache/source-snapshots/verified/Scripts");
rows = editor::parse_build_diagnostics(
"/cache/source-snapshots/verified/Scripts/Nested/Game.cpp:21:3: error: broken\n"
"/cache/source-snapshots/verified/Scripts-other/Game.cpp:4:2: error: outside\n",
"compile", project, snapshot);
check(rows.size() == 2 && rows[0].at("file") == "Scripts/Nested/Game.cpp" &&
!rows[1].contains("file"),
"Only the verified staged Scripts subtree maps back to project source");
const auto nested_snapshot = project / ".faset/cache/source-snapshots/verified/Scripts";
rows = editor::parse_build_diagnostics(
"/project/.faset/cache/source-snapshots/verified/Scripts/Game.cpp:8:2: error: broken\n",
"compile", project, nested_snapshot);
check(rows.size() == 1 && rows[0].at("file") == "Scripts/Game.cpp",
"Project-contained build snapshot does not mask its verified Scripts mapping");
rows = editor::parse_build_diagnostics(
R"(C:\cache\snapshots\verified\Scripts\Game.cpp(17,4): error C2143: syntax error)" "\n",
"compile", windows, path_from_utf8(R"(C:\cache\snapshots\verified\Scripts)"));
check(rows.size() == 1 && rows[0].at("file") == "Scripts/Game.cpp",
"Windows staged source paths keep drive and Unicode navigation support");
rows = editor::parse_build_diagnostics(
"Scripts/../Scripts/Game.cpp:4:2: error: disguised traversal\n"
"Scripts/Game.cpp:4:0: error: invalid column\n",
+10
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@@ -232,6 +232,16 @@ int test_main(int argc, char** argv) {
compile_failed.log.find("fixture compile failure") != std::string::npos,
"Failed compiler output retains raw log and structured source location");
fs::remove(config.project_root / "emit-clang-error-and-fail-build");
atomic_write(config.project_root / "flood-warnings-and-fail-build", "fixture\n");
const auto flooded = builds.wait(builds.start_build());
bool retained_error = false;
for (const auto& diagnostic : flooded.diagnostics)
retained_error |= diagnostic.value("severity", "") == "error" &&
diagnostic.value("file", "") == "Scripts/Gameplay.cpp";
check(flooded.state == "failed" && flooded.diagnostics.size() <= 200 &&
retained_error && read_text(last_build) == previous_pointer,
"Compiler errors survive bounded third-party warning floods");
fs::remove(config.project_root / "flood-warnings-and-fail-build");
atomic_write(config.project_root / "fail-unparseable-build", "fixture\n");
const auto generic_failed = builds.wait(builds.start_build());
check(generic_failed.state == "failed" &&
+8
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@@ -40,6 +40,14 @@ int tool_main(int argc, char** argv) {
return 0;
}
if (argc > 2 && std::string_view(argv[1]) == "--build") {
if (fs::exists("flood-warnings-and-fail-build")) {
for (int index = 0; index < 250; ++index)
std::cerr << "/external/library.cpp:1:1: warning: dependency warning "
<< index << '\n';
std::cerr << path_to_utf8(fs::current_path() / "Scripts/Gameplay.cpp")
<< ":7:3: error: gameplay error after warnings\n";
return 1;
}
if (fs::exists("emit-clang-error-and-fail-build")) {
std::cerr << path_to_utf8(fs::current_path() / "Scripts/Gameplay.cpp")
<< ":7:3: error: fixture compile failure\n";
+7
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@@ -345,6 +345,13 @@ int integration(const fs::path& root) {
source + "\n#error intentional_build_failure\n");
auto failed = service.wait(service.start_build());
require(failed.state == "failed", "Invalid user C++ must fail build");
bool navigable_cpp_error = false;
for (const auto& diagnostic : failed.diagnostics)
navigable_cpp_error |= diagnostic.value("severity", "") == "error" &&
diagnostic.value("file", "") == "Scripts/Gameplay.cpp" &&
diagnostic.value("line", 0) > 0;
require(navigable_cpp_error,
"Real staged C++ compile failure maps to a navigable project source");
require(read_text(config.cache_root / "last_build.json") == last,
"Failed compile preserved last good build");
atomic_write(config.project_root / "Scripts" / "Gameplay.cpp", source);