Capture complete gameplay and toolchain build inputs
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#pragma once
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#include <faset/editor/build_service.hpp>
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#include <faset/scripting/project.hpp>
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#include <filesystem>
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#include <string>
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namespace faset::editor {
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struct BuildInputs {
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std::string source_hash;
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std::string recipe_hash;
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std::string toolchain_hash;
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std::string fingerprint() const;
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};
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// Hash all files in Scripts and the active Lua declaration, not only the two
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// conventional gameplay files. Both Editor stale-state and builds use this key.
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std::string gameplay_source_hash(const std::filesystem::path& project_root,
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const scripting::LuaProject& lua);
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BuildInputs capture_build_inputs(const BuildConfig& config, const scripting::LuaProject& lua);
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// A compiler replaced at the same path may be invisible to Ninja. Invalidate
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// only this generated native tree; published build generations stay intact.
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void ensure_native_toolchain_stamp(const std::filesystem::path& native_directory,
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const BuildInputs& inputs);
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} // namespace faset::editor
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