Offer runnable C++ and Lua project starters

This commit is contained in:
Emil
2026-09-24 01:59:17 +03:00
parent d4c1f0e86b
commit 6459d69cc7
13 changed files with 487 additions and 22 deletions
+189
View File
@@ -1,3 +1,4 @@
#include <algorithm>
#include <atomic>
#include <cctype>
#include <chrono>
@@ -6,6 +7,7 @@
#include <faset/assets/asset_data.hpp>
#include <faset/assets/asset_pipeline.hpp>
#include <faset/authoring/schema.hpp>
#include <faset/authoring/service.hpp>
#include <faset/core/hash.hpp>
#include <faset/core/io.hpp>
#include <faset/core/process.hpp>
@@ -91,6 +93,102 @@ fs::path build_executable(const fs::path& build, const std::string& configuratio
}
throw std::runtime_error("Build did not produce " + target);
}
Json starter_scene(const std::string& name, int dimension, std::string_view language) {
const auto schemas = authoring::builtin_schemas();
auto scene = authoring::make_scene(name + " — Starter", dimension);
scene["simulation"] = authoring::default_simulation_settings();
auto add_component = [&](Json& entity, std::string type, Json fields) {
entity["components"].push_back({{"id", new_id()},
{"type", std::move(type)},
{"version", 1},
{"fields", std::move(fields)}});
};
auto ground = authoring::make_entity(schemas, "Ground");
auto& ground_pose = ground["components"][0]["fields"];
ground_pose["position"] = {0, -1, 0};
ground_pose["scale"] = dimension == 2 ? Json::array({12, 1, 1}) : Json::array({12, 1, 12});
if (dimension == 2) {
add_component(ground, "faset.sprite", {{"size", {1, 1}},
{"color", {0.20, 0.25, 0.31, 1}}});
} else {
add_component(ground, "faset.mesh", {{"asset", "builtin:cube"},
{"color", {0.20, 0.25, 0.31, 1}}});
}
auto ground_body = schemas.default_fields("faset.rigid_body_" + std::to_string(dimension) +
"d");
ground_body["body_type"] = "static";
add_component(ground, "faset.rigid_body_" + std::to_string(dimension) + "d",
std::move(ground_body));
scene["entities"].push_back(std::move(ground));
auto actor = authoring::make_entity(schemas, "Player");
actor["components"][0]["fields"]["position"] = {0, 1, 0};
if (dimension == 2) {
add_component(actor, "faset.sprite", {{"size", {0.8, 0.8}},
{"color", {0.25, 0.72, 0.85, 1}}});
} else {
actor["components"][0]["fields"]["scale"] = {0.8, 0.8, 0.8};
add_component(actor, "faset.mesh", {{"asset", "builtin:cube"},
{"color", {0.25, 0.72, 0.85, 1}}});
}
add_component(actor, "faset.rigid_body_" + std::to_string(dimension) + "d",
schemas.default_fields("faset.rigid_body_" + std::to_string(dimension) + "d"));
add_component(actor, language == "lua" ? "starter.player" : "gameplay.character",
{{"speed", 4.0}, {"jump_speed", 5.0}});
scene["entities"].push_back(std::move(actor));
if (dimension == 3) {
auto camera = authoring::make_entity(schemas, "Camera");
camera["components"][0]["fields"]["position"] = {0, 2.5, 8};
camera["components"][0]["fields"]["rotation"] = {-0.18, 0, 0};
add_component(camera, "faset.camera", schemas.default_fields("faset.camera"));
scene["entities"].push_back(std::move(camera));
auto sun = authoring::make_entity(schemas, "Sun");
add_component(sun, "faset.light", schemas.default_fields("faset.light"));
scene["entities"].push_back(std::move(sun));
}
// Validate every built-in component now; the behavior component is validated by
// SchemaExporter from the selected C++/Lua module during the first build.
auto builtins = scene;
for (auto& entity : builtins["entities"]) {
auto& components = entity["components"].get_ref<Json::array_t&>();
std::erase_if(components, [](const Json& component) {
return !component.at("type").get<std::string>().starts_with("faset.");
});
}
authoring::validate_scene(builtins, schemas);
return scene;
}
struct StarterCreateLock {
fs::path path;
explicit StarterCreateLock(const fs::path& root) : path(root / ".faset/starter-create.lock") {
if (!fs::create_directory(path))
throw std::runtime_error("Another project creation is in progress; remove a stale " +
path_to_utf8(path) + " only after closing that Editor");
}
~StarterCreateLock() {
std::error_code ignored;
fs::remove_all(path, ignored);
}
StarterCreateLock(const StarterCreateLock&) = delete;
StarterCreateLock& operator=(const StarterCreateLock&) = delete;
};
void require_new_starter_directory(const fs::path& root) {
// BuildService creates .faset/cache in its constructor. Any other content is
// user-owned, including a previous starter, and must be left intact.
for (const auto& entry : fs::directory_iterator(root)) {
if (entry.path().filename() != ".faset" || !entry.is_directory() ||
entry.is_symlink())
throw std::runtime_error("Create requires a new or empty project directory");
for (const auto& internal : fs::directory_iterator(entry.path())) {
if (internal.path().filename() == "starter-create.lock" &&
internal.is_directory() && !internal.is_symlink())
continue;
if (internal.path().filename() != "cache" || !internal.is_directory() ||
internal.is_symlink() || !fs::is_empty(internal.path()))
throw std::runtime_error("Create requires a new or empty project directory");
}
}
}
} // namespace
Json JobStatus::json() const {
return {{"id", id}, {"kind", kind}, {"state", state},
@@ -905,6 +1003,97 @@ void BuildService::scaffold(const std::string& name, int dimension) {
if (!fs::exists(c.project_root / ".gitignore"))
atomic_write(c.project_root / ".gitignore", ".faset/\nExports/\n");
}
void BuildService::scaffold(const std::string& name, int dimension,
std::string_view language) {
if (name.empty() || (dimension != 2 && dimension != 3) ||
(language != "cpp" && language != "lua"))
throw std::invalid_argument("Starter requires a name, 2D/3D and cpp/lua language");
const auto& c = impl_->config;
StarterCreateLock lock(c.project_root);
require_new_starter_directory(c.project_root);
const auto scene = starter_scene(name, dimension, language);
const auto source = c.engine_root / "tools/project_templates" /
(language == "lua" ? "lua-main.lua" : "Gameplay.cpp");
const auto module = read_text(source);
const auto header = language == "cpp"
? read_text(c.engine_root / "tools/project_templates/Gameplay.hpp")
: std::string();
const auto lua_annotations = language == "lua"
? read_text(c.engine_root / "tools/lua/faset.lua")
: std::string();
const auto lua_config = language == "lua"
? read_json(c.engine_root / "tools/lua/luarc.json")
: Json();
const auto lua_scripts_config =
language == "lua" ? read_json(c.engine_root / "tools/lua/luarc-scripts.json") : Json();
const auto stage = lock.path / "staged";
fs::create_directories(stage / "Scripts");
fs::create_directories(stage / "Scenes");
fs::create_directories(stage / "Assets");
if (language == "cpp") {
atomic_write(stage / "Scripts/Gameplay.cpp", module);
atomic_write(stage / "Scripts/Gameplay.hpp", header);
} else {
atomic_write(stage / "Scripts/main.lua", module);
atomic_write(stage / ".faset/lua/faset.lua", lua_annotations);
atomic_write_json(stage / ".luarc.json", lua_config);
atomic_write_json(stage / "Scripts/.luarc.json", lua_scripts_config);
}
atomic_write_json(stage / "Scenes/main.scene.json", scene);
Json project = {{"format", "faset.project"},
{"version", 1},
{"id", new_id()},
{"name", name},
{"dimension", dimension},
{"start_scene", "Scenes/main.scene.json"}};
if (language == "lua")
project["scripting"] = {{"lua", {{"scripts", Json::array({"Scripts/main.lua"})}}}};
atomic_write_json(stage / "project.faset.json", project);
atomic_write(stage / ".gitignore",
".faset/*\n!.faset/lua/\n.faset/lua/*\n!.faset/lua/faset.lua\nExports/\n");
std::vector<std::pair<fs::path, std::string>> created;
auto publish = [&](const fs::path& relative) {
const auto source = stage / relative;
const auto target = c.project_root / relative;
fs::create_directories(target.parent_path());
if (!fs::copy_file(source, target, fs::copy_options::none))
throw std::runtime_error("Starter destination appeared during creation: " +
path_to_utf8(target));
created.emplace_back(target, sha256_file(source));
};
try {
publish(".gitignore");
if (language == "cpp") {
publish("Scripts/Gameplay.cpp");
publish("Scripts/Gameplay.hpp");
} else {
publish("Scripts/main.lua");
publish(".faset/lua/faset.lua");
publish(".luarc.json");
publish("Scripts/.luarc.json");
}
publish("Scenes/main.scene.json");
fs::create_directory(c.project_root / "Assets");
// The manifest is the final commit marker: an interrupted create has no
// valid project record and never replaces an existing project file.
publish("project.faset.json");
} catch (...) {
for (auto it = created.rbegin(); it != created.rend(); ++it) {
try {
std::error_code ignored;
if (fs::is_regular_file(it->first, ignored) &&
sha256_file(it->first) == it->second)
fs::remove(it->first, ignored);
} catch (...) { /* Preserve the original create failure. */
}
}
for (const auto& relative : {"Assets", "Scenes", "Scripts", ".faset/lua"}) {
std::error_code ignored;
fs::remove(c.project_root / relative, ignored); // Empty directories only.
}
throw;
}
}
std::string BuildService::start_build() {
return impl_->enqueue("build");
}
+4
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@@ -113,6 +113,10 @@ void Session::scaffold(const std::string& name, int dimension) {
builds_.scaffold(name, dimension);
log("Created project: " + name);
}
void Session::scaffold(const std::string& name, int dimension, std::string_view language) {
builds_.scaffold(name, dimension, language);
log("Created " + std::string(language) + " starter project: " + name);
}
Json Session::assets_list() const {
Json list = Json::array();
const auto directory = assets_.cache_root() / "assets";