Keep real staged compile errors navigable under warning floods
Native and manual checks / native (ubuntu-24.04) (push) Failing after 30s
Native and manual checks / manual (push) Successful in 28s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s

This commit is contained in:
Emil
2026-09-24 03:34:18 +03:00
parent abd8c21273
commit d7a7a7c3a4
7 changed files with 107 additions and 45 deletions
+10
View File
@@ -232,6 +232,16 @@ int test_main(int argc, char** argv) {
compile_failed.log.find("fixture compile failure") != std::string::npos,
"Failed compiler output retains raw log and structured source location");
fs::remove(config.project_root / "emit-clang-error-and-fail-build");
atomic_write(config.project_root / "flood-warnings-and-fail-build", "fixture\n");
const auto flooded = builds.wait(builds.start_build());
bool retained_error = false;
for (const auto& diagnostic : flooded.diagnostics)
retained_error |= diagnostic.value("severity", "") == "error" &&
diagnostic.value("file", "") == "Scripts/Gameplay.cpp";
check(flooded.state == "failed" && flooded.diagnostics.size() <= 200 &&
retained_error && read_text(last_build) == previous_pointer,
"Compiler errors survive bounded third-party warning floods");
fs::remove(config.project_root / "flood-warnings-and-fail-build");
atomic_write(config.project_root / "fail-unparseable-build", "fixture\n");
const auto generic_failed = builds.wait(builds.start_build());
check(generic_failed.state == "failed" &&