Capture complete gameplay and toolchain build inputs
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#include <faset/core/io.hpp>
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#include <faset/editor/build_cache.hpp>
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#include <faset/editor/build_service.hpp>
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#include <faset/scripting/project.hpp>
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#include <iostream>
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using namespace faset;
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namespace fs = std::filesystem;
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namespace {
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void check(bool condition, std::string_view message) {
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if (!condition)
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throw std::runtime_error(std::string(message));
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}
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void run(const fs::path& root) {
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const auto project = root / "project";
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const auto scripts = project / "Scripts";
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atomic_write(scripts / "Gameplay.cpp", "#include \"Gameplay.hpp\"\n");
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atomic_write(scripts / "Gameplay.hpp", "#pragma once\n");
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atomic_write(scripts / "Extensions/Extra.hpp", "#define SPEED 1\n");
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const auto compiler = root / "fake-compiler";
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const auto cmake = root / "fake-cmake";
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const auto slang = root / "fake-slangc";
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atomic_write(compiler, "compiler-v1\n");
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atomic_write(cmake, "cmake-v1\n");
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atomic_write(slang, "slang-v1\n");
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editor::BuildConfig config;
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config.project_root = project;
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config.engine_root = path_from_utf8(FASET_ENGINE_SOURCE);
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config.build_directory = project / ".faset/build";
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config.cmake = path_to_utf8(cmake);
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config.configure_arguments = {
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"-DCMAKE_C_COMPILER=" + path_to_utf8(compiler),
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"-DCMAKE_CXX_COMPILER=" + path_to_utf8(compiler),
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"-DSLANGC_EXECUTABLE=" + path_to_utf8(slang)};
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const scripting::LuaProject none;
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const auto initial = editor::capture_build_inputs(config, none);
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atomic_write(scripts / "Extensions/Extra.hpp", "#define SPEED 2\n");
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const auto changed_header = editor::capture_build_inputs(config, none);
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check(initial.source_hash != changed_header.source_hash &&
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initial.fingerprint() != changed_header.fingerprint(),
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"Nested gameplay header changes the complete source snapshot");
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atomic_write(scripts / "main.lua", "return {}\n");
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atomic_write_json(project / "project.faset.json",
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{{"format", "faset.project"},
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{"version", 1},
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{"scripting", {{"lua", {{"scripts", {"Scripts/main.lua"}}}}}}});
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auto lua = scripting::loadLuaProject(project);
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const auto with_lua = editor::capture_build_inputs(config, lua);
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atomic_write(scripts / "other.lua", "return {}\n");
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auto manifest = read_json(project / "project.faset.json");
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manifest["scripting"]["lua"]["scripts"].push_back("Scripts/other.lua");
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atomic_write_json(project / "project.faset.json", manifest);
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lua = scripting::loadLuaProject(project);
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const auto changed_declaration = editor::capture_build_inputs(config, lua);
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check(with_lua.source_hash != changed_declaration.source_hash,
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"Lua entry declaration changes the source snapshot");
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const auto native = config.build_directory / "Debug";
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editor::ensure_native_toolchain_stamp(native, changed_declaration);
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atomic_write(native / "sentinel", "keep\n");
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editor::ensure_native_toolchain_stamp(native, changed_declaration);
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check(fs::exists(native / "sentinel"), "Unchanged toolchain preserves the native tree");
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atomic_write(compiler, "compiler-v2\n");
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const auto changed_tool = editor::capture_build_inputs(config, lua);
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check(changed_tool.source_hash == changed_declaration.source_hash &&
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changed_tool.toolchain_hash != changed_declaration.toolchain_hash,
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"Changing compiler bytes at the same path changes toolchain identity");
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editor::ensure_native_toolchain_stamp(native, changed_tool);
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check(!fs::exists(native / "sentinel"),
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"Changed toolchain invalidates only the generated native tree");
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fs::create_directories(root / "outside");
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std::error_code link_error;
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fs::create_directory_symlink(root / "outside", scripts / "linked", link_error);
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if (!link_error) {
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bool rejected = false;
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try {
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(void)editor::capture_build_inputs(config, lua);
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} catch (const std::exception&) {
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rejected = true;
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}
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check(rejected, "Source snapshot refuses a symlink escaping Scripts");
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}
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}
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} // namespace
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int main() {
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const auto root = fs::temp_directory_path() / path_from_utf8("Faset build cache Café 世界 " + new_id());
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try {
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run(root);
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fs::remove_all(root);
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std::cout << "Complete source and toolchain snapshot contracts passed\n";
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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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fs::remove_all(root);
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return 1;
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}
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}
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