Protect native cache paths and snapshot gameplay sources

This commit is contained in:
Emil
2026-09-24 01:55:50 +03:00
parent 4ec5a3cd8a
commit abbb71d0c1
5 changed files with 302 additions and 38 deletions
+28 -12
View File
@@ -302,13 +302,14 @@ struct BuildService::Impl {
checkpoint(job, "Configuring gameplay", .05);
job.lua = scripting::loadLuaProject(config.project_root);
const auto inputs = capture_build_inputs(config, job.lua);
const auto cpp = config.project_root / "Scripts" / "Gameplay.cpp";
const auto hpp = config.project_root / "Scripts" / "Gameplay.hpp";
const auto staged_scripts = stage_gameplay_sources(config, inputs, job.lua, job.status.id);
const auto cpp = staged_scripts / "Gameplay.cpp";
const auto hpp = staged_scripts / "Gameplay.hpp";
const bool has_cpp = fs::is_regular_file(cpp), has_hpp = fs::is_regular_file(hpp);
if (has_cpp != has_hpp || (!has_cpp && !job.lua.enabled()))
throw std::runtime_error("Project requires Scripts/Gameplay.cpp and Gameplay.hpp, "
"or Lua entry scripts declared in project.faset.json");
ensure_native_toolchain_stamp(native_directory, inputs);
ensure_native_toolchain_stamp(config, native_directory, inputs);
std::vector<std::string> arguments = {config.cmake,
"-S",
path_to_utf8(config.engine_root),
@@ -323,23 +324,38 @@ struct BuildService::Impl {
"-DFASET_BUILD_RUNTIME=ON",
"-DFASET_BUILD_ASSETS=ON",
"-DFASET_GAMEPLAY_SOURCE_DIR=" +
path_to_utf8(config.project_root / "Scripts")};
bool compiler_overridden = false;
for (const auto& arg : config.configure_arguments)
if (arg.starts_with("-DCMAKE_CXX_COMPILER="))
compiler_overridden = true;
if (!compiler_overridden) {
path_to_utf8(staged_scripts)};
if (!configured_cmake_value(config, "CMAKE_C_COMPILER")) {
#ifdef _WIN32
auto compiler = find_executable("clang-cl");
arguments.push_back("-DCMAKE_C_COMPILER=" + path_to_utf8(compiler));
arguments.push_back("-DCMAKE_CXX_COMPILER=" + path_to_utf8(compiler));
#else
arguments.push_back("-DCMAKE_C_COMPILER=" + path_to_utf8(find_executable("clang")));
#endif
}
if (!configured_cmake_value(config, "CMAKE_CXX_COMPILER")) {
#ifdef _WIN32
arguments.push_back("-DCMAKE_CXX_COMPILER=" +
path_to_utf8(find_executable("clang-cl")));
#else
arguments.push_back("-DCMAKE_CXX_COMPILER=" + path_to_utf8(find_executable("clang++")));
#endif
}
arguments.insert(arguments.end(), config.configure_arguments.begin(),
config.configure_arguments.end());
for (const auto& argument : config.configure_arguments) {
const auto equal = argument.find('=');
const auto colon = argument.find(':', 2);
const auto key = argument.substr(2, colon < equal ? colon - 2 : equal - 2);
if (key == "CMAKE_C_COMPILER" || key == "CMAKE_CXX_COMPILER" ||
key == "SLANGC_EXECUTABLE" || key == "CMAKE_TOOLCHAIN_FILE") {
const auto value = path_from_utf8(argument.substr(equal + 1));
if (value.has_parent_path() && value.is_relative()) {
arguments.push_back(argument.substr(0, equal + 1) +
path_to_utf8((config.project_root / value).lexically_normal()));
continue;
}
}
arguments.push_back(argument);
}
arguments.push_back("-DCMAKE_BUILD_TYPE=" + configuration);
// Project declarations, not a stale cache or a user-supplied override, determine
// whether the packaged game has a Lua VM linked into it.