Capture complete gameplay and toolchain build inputs
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@@ -142,6 +142,8 @@ int test_main(int argc, char** argv) {
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config.configure_arguments = {"-DCMAKE_CXX_COMPILER=fixture-does-not-compile"};
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editor::BuildService builds(config);
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builds.scaffold("Schema publication", 2);
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atomic_write(config.project_root / "Scripts/Extensions/BuildOnly.hpp",
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"#define BUILD_ONLY 1\n");
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authoring::AuthoringService authoring(config.project_root, authoring::builtin_schemas());
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const auto valid = manifest();
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atomic_write_json(config.project_root / "schema-fixture.json", valid);
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@@ -161,6 +163,13 @@ int test_main(int argc, char** argv) {
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const auto previous_player = sha256_file(player);
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const auto previous_schema = read_text(schema);
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const auto previous_manifest = read_text(directory / "manifest.json");
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atomic_write(config.project_root / "mutate-cpp-header-during-build", "fixture\n");
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const auto raced_header = builds.wait(builds.start_build());
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check(raced_header.state == "failed" && read_text(last_build) == previous_pointer,
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"Header changed during schema export cannot publish a mixed build");
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fs::remove(config.project_root / "mutate-cpp-header-during-build");
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atomic_write(config.project_root / "Scripts/Extensions/BuildOnly.hpp",
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"#define BUILD_ONLY 1\n");
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check(!first.result.at("lua_enabled").get<bool>() &&
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!fs::exists(directory / "project.faset.json"),
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"C++-only build publishes no Lua sources or project manifest");
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