Validate gameplay metadata before publishing build generations

This commit is contained in:
Emil
2026-09-18 05:21:31 +03:00
parent afd773fffb
commit 7481a2e029
8 changed files with 255 additions and 21 deletions
+50
View File
@@ -0,0 +1,50 @@
#include <faset/core/io.hpp>
#include <iostream>
// Native stand-in for CMake and SchemaExporter. Tests exercise the real
// asynchronous BuildService and publication code without compiling a game.
namespace fs = std::filesystem;
using namespace faset;
int tool_main(int argc, char** argv) {
try {
if (argc == 3 && std::string_view(argv[1]) == "--output") {
atomic_write_json(path_from_utf8(argv[2]), read_json("schema-fixture.json"));
return 0;
}
if (argc > 2 && std::string_view(argv[1]) == "--build")
return 0;
fs::path build;
for (int i = 1; i + 1 < argc; ++i)
if (std::string_view(argv[i]) == "-B")
build = path_from_utf8(argv[i + 1]);
if (build.empty())
throw std::runtime_error("Fixture expects CMake configure or SchemaExporter arguments");
fs::create_directories(build / "shaders");
atomic_write(build / "CMakeCache.txt", "Native schema publication fixture\n");
const auto self = fs::absolute(path_from_utf8(argv[0]));
#ifdef _WIN32
constexpr auto suffix = ".exe";
#else
constexpr auto suffix = "";
#endif
for (const auto* target : {"faset_player", "faset_schema_exporter"})
fs::copy_file(self, build / (std::string(target) + suffix),
fs::copy_options::overwrite_existing);
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"})
for (const auto* extension : {".spv", ".reflection.json"})
atomic_write(build / "shaders" / (std::string(entry) + extension), "fixture\n");
return 0;
} catch (const std::exception& error) {
std::cerr << error.what() << '\n';
return 1;
}
}
#ifdef _WIN32
int wmain(int argc, wchar_t** argv) {
return run_utf8_main(argc, argv, tool_main);
}
#else
int main(int argc, char** argv) {
return tool_main(argc, argv);
}
#endif