Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export
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#include <bit>
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#include <chrono>
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#include <cstdlib>
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#include <faset/assets/asset_pipeline.hpp>
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#include <faset/core/hash.hpp>
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#include <faset/core/io.hpp>
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#include <faset/core/process.hpp>
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#include <faset/editor/build_service.hpp>
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#include <iostream>
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#include <thread>
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#ifndef _WIN32
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#include <csignal>
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#endif
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using namespace faset;
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namespace fs = std::filesystem;
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void require(bool value, const char* message) {
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if (!value)
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throw std::runtime_error(message);
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}
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std::string collect(Process& process) {
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std::string text;
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while (true) {
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auto poll = process.poll();
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text += poll.output;
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if (!poll.running) {
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require(poll.exit_code == 0, "Child process failed");
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return text;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(5));
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}
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}
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Json scene(int dimension) {
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return {{"format", "faset.scene"}, {"version", 1}, {"id", "scene-test"},
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{"name", "Build test"}, {"dimension", dimension}, {"entities", Json::array()},
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{"instances", Json::array()}};
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}
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int integration(const fs::path& root) {
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fs::create_directories(root);
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editor::BuildConfig config;
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config.project_root = root / "project";
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config.engine_root = FASET_ENGINE_SOURCE;
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config.build_directory = root / "native-build";
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config.cache_root = root / "project" / ".faset" / "cache";
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editor::BuildService service(config);
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service.scaffold("Export integration", 3);
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// This dedicated integration fixture is reset before testing incremental user edits.
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atomic_write(config.project_root / "Scripts" / "Gameplay.cpp",
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read_text(config.engine_root / "tools" / "project_templates" / "Gameplay.cpp"));
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auto wait = [&](const std::string& id) {
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std::string stage;
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while (true) {
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auto job = service.job(id);
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if (job.stage != stage) {
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stage = job.stage;
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std::cout << job.stage << std::endl;
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}
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if (job.finished()) {
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if (job.state != "succeeded") {
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std::cerr << job.error << '\n' << job.log;
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throw std::runtime_error("Integration job failed");
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}
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return job;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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}
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};
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const auto assets = config.project_root / "Assets";
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std::string binary;
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for (float value : {-1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 2.f, 0.f}) {
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auto bits = std::bit_cast<std::uint32_t>(value);
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for (int i = 0; i < 4; ++i)
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binary.push_back(static_cast<char>(bits >> (8 * i)));
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}
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atomic_write(assets / "triangle.bin", binary);
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Json gltf = {
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{"asset", {{"version", "2.0"}}},
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{"scene", 0},
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{"scenes", Json::array({{{"nodes", {0}}}})},
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{"nodes", Json::array({{{"mesh", 0}, {"extras", {{"faset_id", "triangle-node"}}}}})},
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{"buffers", Json::array({{{"uri", "triangle.bin"}, {"byteLength", 36}}})},
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{"bufferViews", Json::array({{{"buffer", 0}, {"byteLength", 36}}})},
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{"accessors", Json::array({{{"bufferView", 0},
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{"componentType", 5126},
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{"count", 3},
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{"type", "VEC3"},
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{"min", {-1, 0, 0}},
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{"max", {1, 2, 0}}}})},
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{"meshes",
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Json::array({{{"primitives", Json::array({{{"attributes", {{"POSITION", 0}}}}})}}})}};
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atomic_write_json(assets / "triangle.gltf", gltf);
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assets::AssetPipeline importer(config.cache_root);
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auto imported = importer.import_asset({assets / "triangle.gltf"});
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require(imported.ok(), "Integration asset import");
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for (int dimension : {2, 3}) {
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auto document = scene(dimension);
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auto component = [](std::string type, Json fields) {
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return Json{
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{"id", type}, {"type", type}, {"version", 1}, {"fields", std::move(fields)}};
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};
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Json components = Json::array(
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{component("faset.transform",
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{{"position", {0, 0, 0}}, {"rotation", {0, 0, 0}}, {"scale", {1, 1, 1}}})});
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if (dimension == 2)
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components.push_back(
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component("faset.sprite", {{"size", {2, 2}}, {"color", {.2, .7, .9, 1}}}));
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else
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components.push_back(component(
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"faset.mesh", {{"asset", imported.asset_id + "#" +
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importer.load_asset(imported.asset_id).nodes.at(0).id},
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{"color", {.3, .8, .5, 1}}}));
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document["entities"].push_back({{"id", "object"},
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{"name", "Object"},
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{"parent", nullptr},
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{"components", components}});
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auto result =
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wait(service.start_export(document, root / ("export-" + std::to_string(dimension))));
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const auto directory = fs::path(result.result.at("directory").get<std::string>());
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require(result.result.at("configuration") == "Release",
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"Exports default to the Release profile");
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require(fs::path(result.result.at("build_directory").get<std::string>()) ==
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config.build_directory / "Release",
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"Export has a separate CMake directory");
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require(read_json(directory / "manifest.json").at("configuration") == "Release",
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"Export manifest records the actual profile");
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Process player({{result.result.at("executable").get<std::string>(), "--headless",
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"--frames", "3", "--capture", (directory / "verification.ppm").string()},
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directory,
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{}});
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std::cout << collect(player);
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require(fs::file_size(directory / "verification.ppm") > 1000,
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"Exported game rendered a frame");
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atomic_write_json(root / ("result-" + std::to_string(dimension) + ".json"), result.result);
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}
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auto source = read_text(config.project_root / "Scripts" / "Gameplay.cpp");
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auto position = source.find("Character");
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require(position != std::string::npos, "Template schema fixture");
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source.replace(position, 9, "Custom Character");
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atomic_write(config.project_root / "Scripts" / "Gameplay.cpp", source);
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auto release_cache = read_text(config.build_directory / "Release" / "CMakeCache.txt");
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auto rebuilt = wait(service.start_build());
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require(rebuilt.result.at("configuration") == "Debug", "Development builds remain Debug");
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require(fs::path(rebuilt.result.at("build_directory").get<std::string>()) ==
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config.build_directory / "Debug",
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"Development CMake directory is isolated");
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require(read_text(config.build_directory / "Release" / "CMakeCache.txt") == release_cache,
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"Development build preserves the Release cache");
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auto schema = read_json(rebuilt.result.at("schema").get<std::string>());
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bool updated{};
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for (const auto& type : schema.at("types"))
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if (type.value("name", "") == "Custom Character")
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updated = true;
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require(updated, "Incremental C++ build produced new schema");
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auto last = read_text(config.cache_root / "last_build.json");
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atomic_write(config.project_root / "Scripts" / "Gameplay.cpp",
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source + "\n#error intentional_build_failure\n");
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auto failed = service.wait(service.start_build());
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require(failed.state == "failed", "Invalid user C++ must fail build");
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require(read_text(config.cache_root / "last_build.json") == last,
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"Failed compile preserved last good build");
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atomic_write(config.project_root / "Scripts" / "Gameplay.cpp", source);
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std::cout << "Real 2D/3D exports, imported mesh packaging, native launches, incremental C++ "
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"schema and failed-build recovery passed\n";
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return 0;
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}
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int main(int argc, char** argv) {
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if (argc > 1 && std::string(argv[1]) == "--child") {
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Json args = Json::array();
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for (int i = 2; i < argc; ++i)
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args.push_back(argv[i]);
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std::cout << Json{{"args", args},
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{"cwd", fs::current_path().string()},
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{"env", std::getenv("FASET_PROCESS_TEST")
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? std::getenv("FASET_PROCESS_TEST")
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: ""}}
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.dump()
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<< std::endl;
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std::cerr << "stderr-sentinel\n";
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std::cout << std::string(100000, 'x') << std::endl;
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return 0;
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}
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if (argc > 1 && std::string(argv[1]) == "--sleep") {
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#ifndef _WIN32
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std::signal(SIGTERM, SIG_IGN);
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#endif
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std::cout << "ready\n" << std::flush;
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std::this_thread::sleep_for(std::chrono::seconds(30));
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return 0;
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}
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if (argc == 3 && std::string(argv[1]) == "--integration") {
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try {
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return integration(fs::absolute(argv[2]));
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} catch (const std::exception& error) {
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std::cerr << error.what() << '\n';
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return 1;
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}
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}
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fs::path temporary = fs::temp_directory_path() / ("Faset build test " + new_id());
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try {
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fs::create_directories(temporary);
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auto executable = fs::absolute(argv[0]);
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Process child({{executable.string(), "--child", "space argument", "quote\"backslash\\",
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"$(touch not-executed); & |", ""},
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temporary,
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{{"FASET_PROCESS_TEST", "value with spaces"}}});
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auto text = collect(child);
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auto result = Json::parse(text.substr(0, text.find('\n')));
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require(result["args"] == Json::array({"space argument", "quote\"backslash\\",
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"$(touch not-executed); & |", ""}),
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"Arguments must remain literal");
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require(result["env"] == "value with spaces", "Child environment override");
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require(fs::equivalent(result["cwd"].get<std::string>(), temporary),
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"Child working directory");
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require(text.find("stderr-sentinel") != std::string::npos && text.size() > 100000,
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"Combined pipe output drained fully");
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require(!fs::exists(temporary / "not-executed"), "No shell execution");
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Process sleeper({{executable.string(), "--sleep"}, temporary, {}});
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bool ready{};
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while (!ready) {
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auto p = sleeper.poll();
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ready = p.output.find("ready") != std::string::npos;
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require(p.running, "Sleeper exited early");
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std::this_thread::sleep_for(std::chrono::milliseconds(5));
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}
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auto start = std::chrono::steady_clock::now();
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sleeper.cancel();
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require(!sleeper.poll().running, "Cancellation must reap the process");
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require(std::chrono::steady_clock::now() - start < std::chrono::seconds(3),
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"Cancellation must finish promptly");
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editor::BuildConfig config;
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config.project_root = temporary / "project";
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config.engine_root = FASET_ENGINE_SOURCE;
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editor::BuildService service(config);
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service.scaffold("Test project", 2);
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atomic_write(config.project_root / "Scripts" / "Gameplay.cpp", "// User code\n");
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service.scaffold("Another name", 3);
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require(read_text(config.project_root / "Scripts" / "Gameplay.cpp") == "// User code\n",
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"Scaffold preserves existing source");
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auto id = service.start_cook(scene(2));
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auto cooked = service.wait(id);
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require(cooked.state == "succeeded", "Cook job succeeds");
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auto bytes = read_text(cooked.result.at("scene").get<std::string>());
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require(bytes.substr(0, 8) == "FASETSCN" && bytes.size() > 20, "Cooked envelope magic");
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std::uint32_t version{};
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std::uint64_t size{};
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for (unsigned i = 0; i < 4; ++i)
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version |= std::uint32_t(static_cast<unsigned char>(bytes[8 + i])) << (8 * i);
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for (unsigned i = 0; i < 8; ++i)
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size |= std::uint64_t(static_cast<unsigned char>(bytes[12 + i])) << (8 * i);
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require(version == 1 && size == bytes.size() - 20, "Cooked envelope version and size");
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require(Json::from_cbor(bytes.begin() + 20, bytes.end()) == scene(2),
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"Cooked scene preserves all values");
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auto previous = read_text(service.config().cache_root / "last_cook.json");
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auto broken = scene(3);
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broken["version"] = 999;
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auto bad = service.wait(service.start_cook(broken));
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require(bad.state == "failed", "Unsupported scene version rejected");
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require(read_text(service.config().cache_root / "last_cook.json") == previous,
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"Failed cook preserves last good generation");
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broken = scene(3);
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broken["entities"].push_back(
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{{"id", "entity"},
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{"components",
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Json::array({{{"type", "faset.mesh"}, {"fields", {{"asset", "missing-asset"}}}}})}});
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auto missing = service.wait(service.start_cook(broken));
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require(missing.state == "failed", "Missing asset blocks publication");
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require(read_text(service.config().cache_root / "last_cook.json") == previous,
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"Missing asset preserves last good generation");
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broken = scene(3);
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broken["entities"].push_back({{"id", "entity"},
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{"components", Json::array({{{"type", "faset.unknown"},
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{"version", 1},
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{"fields", Json::object()}}})}});
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auto unknown = service.wait(service.start_cook(broken));
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require(unknown.state == "failed" &&
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unknown.error.find("unresolved component") != std::string::npos,
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"Unknown component type blocks cooking");
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require(read_text(service.config().cache_root / "last_cook.json") == previous,
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"Unknown schema preserves last good generation");
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std::cout << "Literal process arguments, pipes, cancellation, scaffold and atomic cook "
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"contracts passed\n";
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fs::remove_all(temporary);
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return 0;
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} catch (const std::exception& error) {
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std::cerr << error.what() << '\n';
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std::error_code ignored;
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fs::remove_all(temporary, ignored);
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return 1;
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}
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}
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