Protect native cache paths and snapshot gameplay sources
This commit is contained in:
+150
-22
@@ -15,18 +15,36 @@ namespace {
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std::string normalized_hash(const Json& value) {
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return sha256(value.dump());
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}
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std::pair<std::string, std::string> parse_define(const std::string& argument) {
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if (!argument.starts_with("-D"))
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throw std::invalid_argument("Gameplay configure arguments must be -DNAME=value options");
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const auto equal = argument.find('=', 2);
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if (equal == std::string::npos || equal == 2)
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throw std::invalid_argument("Invalid gameplay configure definition");
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const auto colon = argument.find(':', 2);
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const auto key = argument.substr(2, colon < equal ? colon - 2 : equal - 2);
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if (key.empty())
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throw std::invalid_argument("Invalid gameplay configure definition");
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return {key, argument.substr(equal + 1)};
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}
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void validate_configure_arguments(const BuildConfig& config) {
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static const std::set<std::string> controlled = {
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"FASET_GAMEPLAY_SOURCE_DIR", "FASET_ENABLE_LUA", "CMAKE_BUILD_TYPE", "BUILD_TESTING",
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"FASET_BUILD_EDITOR", "FASET_BUILD_RENDERER", "FASET_BUILD_RUNTIME", "FASET_BUILD_ASSETS"};
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for (const auto& argument : config.configure_arguments)
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if (controlled.contains(parse_define(argument).first))
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throw std::invalid_argument("Cannot override an engine-controlled CMake definition");
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}
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std::string configured_tool(const BuildConfig& config, std::string_view key,
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std::string fallback) {
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const auto prefix = "-D" + std::string(key) + "=";
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for (const auto& argument : config.configure_arguments)
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if (argument.starts_with(prefix))
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fallback = argument.substr(prefix.size());
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if (auto value = configured_cmake_value(config, key))
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return *value;
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return fallback;
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}
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fs::path resolve_tool(const std::string& name) {
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fs::path resolve_tool(const std::string& name, const fs::path& working_directory) {
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const auto supplied = path_from_utf8(name);
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if (supplied.has_parent_path())
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return fs::absolute(supplied).lexically_normal();
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return (supplied.is_absolute() ? supplied : working_directory / supplied).lexically_normal();
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try {
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return find_executable(name);
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} catch (const std::exception&) {
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@@ -35,8 +53,8 @@ fs::path resolve_tool(const std::string& name) {
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return supplied;
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}
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}
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Json tool_identity(const std::string& name) {
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const auto resolved = resolve_tool(name);
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Json tool_identity(const std::string& name, const fs::path& working_directory) {
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const auto resolved = resolve_tool(name, working_directory);
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Json result = {{"path", path_to_utf8(resolved)}};
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if (fs::is_regular_file(resolved))
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result["sha256"] = sha256_file(resolved);
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@@ -81,8 +99,38 @@ Json recipe_files(const fs::path& engine_root) {
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sha256_file(entry.path());
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return files;
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}
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bool within(const fs::path& path, const fs::path& directory) {
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const auto relative = path.lexically_relative(directory);
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if (relative.empty() || relative.is_absolute())
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return false;
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for (const auto& component : relative)
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if (component == "..")
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return false;
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return true;
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}
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void refuse_symlink_ancestors(const fs::path& path) {
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fs::path prefix;
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for (const auto& component : path) {
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prefix /= component;
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std::error_code error;
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if (fs::is_symlink(fs::symlink_status(prefix, error)))
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throw std::runtime_error("Native build path contains a symlink: " +
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path_to_utf8(prefix));
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}
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}
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} // namespace
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std::optional<std::string> configured_cmake_value(const BuildConfig& config,
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std::string_view key) {
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std::optional<std::string> result;
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for (const auto& argument : config.configure_arguments) {
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const auto [name, value] = parse_define(argument);
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if (name == key)
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result = value;
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}
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return result;
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}
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std::string BuildInputs::fingerprint() const {
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return normalized_hash({{"format", "faset.build-inputs.v1"},
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{"source", source_hash},
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@@ -110,6 +158,7 @@ std::string gameplay_source_hash(const fs::path& project_root, const scripting::
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}
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BuildInputs capture_build_inputs(const BuildConfig& config, const scripting::LuaProject& lua) {
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validate_configure_arguments(config);
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BuildInputs result;
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result.source_hash = gameplay_source_hash(config.project_root, lua);
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result.recipe_hash = normalized_hash({{"format", "faset.build-recipe.v1"},
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@@ -125,33 +174,112 @@ BuildInputs capture_build_inputs(const BuildConfig& config, const scripting::Lua
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#endif
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result.toolchain_hash = normalized_hash(
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{{"format", "faset.native-toolchain.v1"},
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{"cmake", tool_identity(config.cmake)},
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{"c", tool_identity(configured_tool(config, "CMAKE_C_COMPILER", default_c))},
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{"cxx", tool_identity(configured_tool(config, "CMAKE_CXX_COMPILER", default_cxx))},
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{"slang", tool_identity(slang_name(config))}});
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{"cmake", tool_identity(config.cmake, config.project_root)},
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{"c", tool_identity(configured_tool(config, "CMAKE_C_COMPILER", default_c),
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config.project_root)},
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{"cxx", tool_identity(configured_tool(config, "CMAKE_CXX_COMPILER", default_cxx),
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config.project_root)},
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{"slang", tool_identity(slang_name(config), config.project_root)},
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{"toolchain_file", tool_identity(configured_tool(config, "CMAKE_TOOLCHAIN_FILE", ""),
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config.project_root)}});
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return result;
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}
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void ensure_native_toolchain_stamp(const fs::path& native_directory,
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fs::path stage_gameplay_sources(const BuildConfig& config, const BuildInputs& inputs,
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const scripting::LuaProject& lua, std::string_view job_id) {
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const auto cache = config.cache_root.empty() ? config.project_root / ".faset" / "cache"
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: config.cache_root;
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const auto snapshots = cache / "source-snapshots";
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const auto destination = snapshots / inputs.source_hash;
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const auto verified = [&](const fs::path& root) {
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return fs::is_directory(root / "Scripts") && !fs::is_symlink(root) &&
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gameplay_source_hash(root, lua) == inputs.source_hash;
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};
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if (fs::exists(destination)) {
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if (!verified(destination))
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throw std::runtime_error("Cached gameplay source snapshot is corrupt");
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return destination / "Scripts";
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}
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const auto source = config.project_root / "Scripts";
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if (!fs::is_directory(source) || fs::is_symlink(source))
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throw std::runtime_error("Gameplay Scripts directory is missing or a symlink");
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const auto staging = snapshots / (".staging-" + std::string(job_id));
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if (fs::exists(staging))
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throw std::runtime_error("Gameplay source staging directory already exists");
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fs::create_directories(staging / "Scripts");
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try {
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for (const auto& entry : fs::recursive_directory_iterator(source)) {
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if (entry.is_symlink())
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throw std::runtime_error("Gameplay source snapshot contains a symlink");
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const auto target = staging / "Scripts" / entry.path().lexically_relative(source);
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if (entry.is_directory())
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fs::create_directories(target);
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else if (entry.is_regular_file()) {
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fs::create_directories(target.parent_path());
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fs::copy_file(entry.path(), target);
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}
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}
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if (!verified(staging))
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throw std::runtime_error("Gameplay sources changed while creating the build snapshot");
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fs::rename(staging, destination);
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return destination / "Scripts";
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} catch (...) {
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std::error_code ignored;
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fs::remove_all(staging, ignored);
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if (fs::exists(destination) && verified(destination))
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return destination / "Scripts";
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throw;
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}
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}
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void ensure_native_toolchain_stamp(const BuildConfig& config, const fs::path& native_directory,
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const BuildInputs& inputs) {
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const auto project = fs::absolute(config.project_root).lexically_normal();
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const auto base = fs::absolute(config.build_directory).lexically_normal();
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const auto native = fs::absolute(native_directory).lexically_normal();
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const auto cache = fs::absolute(config.cache_root.empty()
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? project / ".faset" / "cache"
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: config.cache_root).lexically_normal();
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const auto engine = fs::absolute(config.engine_root).lexically_normal();
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if (native.parent_path() != base ||
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(native.filename() != "Debug" && native.filename() != "Release" &&
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native.filename() != "RelWithDebInfo"))
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throw std::runtime_error("Native build path is outside its configured managed root");
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const auto default_base = project / ".faset" / "build";
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if ((within(base, project) && base != default_base) || within(project, base) ||
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within(base, cache) || within(cache, base) || within(base, engine) ||
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within(engine, base))
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throw std::runtime_error("Native build root overlaps project, cache or engine files");
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refuse_symlink_ancestors(native);
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const auto stamp = native_directory / ".faset-toolchain.json";
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bool matching = false;
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if (fs::is_regular_file(stamp))
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bool matching = false, owned = false;
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if (fs::is_regular_file(stamp) && !fs::is_symlink(stamp))
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try {
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const auto existing = read_json(stamp);
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matching = existing.value("format", std::string()) == "faset.toolchain-stamp" &&
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existing.value("version", 0) == 1 &&
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const auto format = existing.value("format", std::string()) ==
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"faset.toolchain-stamp";
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const auto version = existing.value("version", 0);
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owned = format &&
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((version == 2 &&
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existing.value("project_root", std::string()) == path_to_utf8(project) &&
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existing.value("native_directory", std::string()) == path_to_utf8(native)) ||
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(version == 1 && base == default_base));
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matching = owned &&
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existing.value("toolchain_hash", std::string()) == inputs.toolchain_hash;
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} catch (const std::exception&) {
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matching = false;
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owned = false;
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}
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if (fs::exists(native_directory) && !owned)
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throw std::runtime_error("Refusing to clear an unowned native build directory: " +
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path_to_utf8(native));
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if (!matching && fs::exists(native_directory))
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fs::remove_all(native_directory);
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fs::create_directories(native_directory);
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if (!matching)
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atomic_write_json(stamp, {{"format", "faset.toolchain-stamp"},
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{"version", 1},
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{"toolchain_hash", inputs.toolchain_hash}});
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atomic_write_json(stamp, {{"format", "faset.toolchain-stamp"},
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{"version", 2},
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{"project_root", path_to_utf8(project)},
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{"native_directory", path_to_utf8(native)},
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{"toolchain_hash", inputs.toolchain_hash}});
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}
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std::string build_package_key(const BuildInputs& inputs, const fs::path& native_directory,
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@@ -302,13 +302,14 @@ struct BuildService::Impl {
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checkpoint(job, "Configuring gameplay", .05);
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job.lua = scripting::loadLuaProject(config.project_root);
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const auto inputs = capture_build_inputs(config, job.lua);
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const auto cpp = config.project_root / "Scripts" / "Gameplay.cpp";
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const auto hpp = config.project_root / "Scripts" / "Gameplay.hpp";
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const auto staged_scripts = stage_gameplay_sources(config, inputs, job.lua, job.status.id);
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const auto cpp = staged_scripts / "Gameplay.cpp";
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const auto hpp = staged_scripts / "Gameplay.hpp";
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const bool has_cpp = fs::is_regular_file(cpp), has_hpp = fs::is_regular_file(hpp);
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if (has_cpp != has_hpp || (!has_cpp && !job.lua.enabled()))
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throw std::runtime_error("Project requires Scripts/Gameplay.cpp and Gameplay.hpp, "
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"or Lua entry scripts declared in project.faset.json");
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ensure_native_toolchain_stamp(native_directory, inputs);
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ensure_native_toolchain_stamp(config, native_directory, inputs);
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std::vector<std::string> arguments = {config.cmake,
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"-S",
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path_to_utf8(config.engine_root),
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@@ -323,23 +324,38 @@ struct BuildService::Impl {
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"-DFASET_BUILD_RUNTIME=ON",
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"-DFASET_BUILD_ASSETS=ON",
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"-DFASET_GAMEPLAY_SOURCE_DIR=" +
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path_to_utf8(config.project_root / "Scripts")};
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bool compiler_overridden = false;
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for (const auto& arg : config.configure_arguments)
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if (arg.starts_with("-DCMAKE_CXX_COMPILER="))
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compiler_overridden = true;
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if (!compiler_overridden) {
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path_to_utf8(staged_scripts)};
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if (!configured_cmake_value(config, "CMAKE_C_COMPILER")) {
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#ifdef _WIN32
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auto compiler = find_executable("clang-cl");
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arguments.push_back("-DCMAKE_C_COMPILER=" + path_to_utf8(compiler));
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arguments.push_back("-DCMAKE_CXX_COMPILER=" + path_to_utf8(compiler));
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#else
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arguments.push_back("-DCMAKE_C_COMPILER=" + path_to_utf8(find_executable("clang")));
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#endif
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}
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if (!configured_cmake_value(config, "CMAKE_CXX_COMPILER")) {
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#ifdef _WIN32
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arguments.push_back("-DCMAKE_CXX_COMPILER=" +
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path_to_utf8(find_executable("clang-cl")));
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#else
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arguments.push_back("-DCMAKE_CXX_COMPILER=" + path_to_utf8(find_executable("clang++")));
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#endif
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}
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arguments.insert(arguments.end(), config.configure_arguments.begin(),
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config.configure_arguments.end());
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for (const auto& argument : config.configure_arguments) {
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const auto equal = argument.find('=');
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const auto colon = argument.find(':', 2);
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const auto key = argument.substr(2, colon < equal ? colon - 2 : equal - 2);
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if (key == "CMAKE_C_COMPILER" || key == "CMAKE_CXX_COMPILER" ||
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key == "SLANGC_EXECUTABLE" || key == "CMAKE_TOOLCHAIN_FILE") {
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const auto value = path_from_utf8(argument.substr(equal + 1));
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if (value.has_parent_path() && value.is_relative()) {
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arguments.push_back(argument.substr(0, equal + 1) +
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path_to_utf8((config.project_root / value).lexically_normal()));
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continue;
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}
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}
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arguments.push_back(argument);
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}
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arguments.push_back("-DCMAKE_BUILD_TYPE=" + configuration);
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// Project declarations, not a stale cache or a user-supplied override, determine
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// whether the packaged game has a Lua VM linked into it.
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