Track actual gameplay sources in async build results
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@@ -81,6 +81,13 @@ if(TARGET faset_editor_commands AND TARGET faset_build_service)
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target_link_libraries(faset_editor_session_tests PRIVATE faset_editor_session)
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target_compile_definitions(faset_editor_session_tests PRIVATE FASET_TEST_ENGINE="${PROJECT_SOURCE_DIR}")
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add_test(NAME editor_session_settings COMMAND faset_editor_session_tests)
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add_executable(faset_editor_schema_signature_tests tests/editor_schema_signature_tests.cpp)
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target_link_libraries(faset_editor_schema_signature_tests PRIVATE faset_editor_session)
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target_compile_definitions(faset_editor_schema_signature_tests PRIVATE FASET_TEST_ENGINE="${PROJECT_SOURCE_DIR}")
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add_dependencies(faset_editor_schema_signature_tests faset_build_schema_tool)
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add_test(NAME editor_schema_signature
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COMMAND faset_editor_schema_signature_tests $<TARGET_FILE:faset_build_schema_tool>)
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set_tests_properties(editor_schema_signature PROPERTIES TIMEOUT 180)
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add_executable(faset_editor_autosave_tests tests/editor_autosave_tests.cpp)
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target_link_libraries(faset_editor_autosave_tests PRIVATE faset_editor_session)
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add_test(NAME editor_autosave COMMAND faset_editor_autosave_tests)
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@@ -75,7 +75,6 @@ class Session {
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std::string pending_play_job_;
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Json pending_play_scene_;
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std::unique_ptr<PluginManager> plugins_;
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std::map<std::string, std::string> submitted_sources_;
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std::string schema_source_signature_;
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bool schema_loaded_ = false;
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std::string schema_error_;
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@@ -501,6 +501,7 @@ struct BuildService::Impl {
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{"schema", path_to_utf8(directory / "schema.json")},
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{"lua_enabled", job.lua.enabled()},
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{"lua_fingerprint", job.lua.fingerprint},
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{"source_signature", inputs.source_hash},
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{"fingerprint", fingerprint},
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{"schema_cache_hit", reused},
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{"generation_reused", reused},
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@@ -957,6 +958,7 @@ struct BuildService::Impl {
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{"generation", job.status.id},
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{"build", built},
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{"schema", built.at("schema")},
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{"source_signature", built.at("source_signature")},
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{"player", built.at("player")},
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{"build_directory", built.at("build_directory")},
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{"configuration", built.at("configuration")}};
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+4
-15
@@ -285,13 +285,10 @@ void Session::poll() {
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if (value.result.contains("schema"))
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try {
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load_schema(path_from_utf8(value.result.at("schema").get<std::string>()));
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// This signature represents the sources submitted with this job, not later
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// edits.
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if (value.result.contains("source_signature"))
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schema_source_signature_ =
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value.result.at("source_signature").get<std::string>();
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else if (submitted_sources_.contains(value.id))
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schema_source_signature_ = submitted_sources_.at(value.id);
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// The worker may start after the request and capture newer sources.
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// Only its validated build snapshot can identify this schema.
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schema_source_signature_ =
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value.result.at("source_signature").get<std::string>();
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atomic_write_json(config_.project_root / ".faset/schema-state.json",
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{{"source_signature", schema_source_signature_}});
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} catch (const std::exception& error) {
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@@ -496,9 +493,7 @@ void Session::register_commands() {
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"Incrementally compile gameplay and export C++/Lua metadata in separate native "
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"processes. Returns a job ID.",
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schema(Json::object()), [&](const Json&) {
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const auto signature = source_signature();
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const auto id = builds_.start_build();
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submitted_sources_[id] = signature;
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return Json{{"job", id}};
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});
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commands_.add(
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@@ -509,9 +504,7 @@ void Session::register_commands() {
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schema(Json::object()), [&](const Json&) {
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require(scripting::loadLuaProject(config_.project_root).enabled(), "lua.disabled",
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"Declare scripting.lua.scripts in project.faset.json first");
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const auto signature = source_signature();
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const auto id = builds_.start_build();
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submitted_sources_[id] = signature;
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return Json{{"job", id}};
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});
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commands_.add("faset_lua_reload",
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@@ -655,12 +648,10 @@ void Session::register_commands() {
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"output directory. Returns a job ID.",
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schema({{"document", text}, {"output", text}}, {"document", "output"}),
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[&](const Json& args) {
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const auto signature = source_signature();
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const auto id = builds_.start_export(
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resolved_or_throw(commands_, args.at("document")),
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project_path(config_.project_root,
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path_from_utf8(args.at("output").get<std::string>())));
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submitted_sources_[id] = signature;
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return Json{{"job", id}};
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});
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commands_.add(
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@@ -685,9 +676,7 @@ void Session::register_commands() {
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schema({{"document", text}}, {"document"}), [&](const Json& args) {
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stop_player();
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pending_play_scene_ = resolved_or_throw(commands_, args.at("document"));
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const auto signature = source_signature();
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pending_play_job_ = builds_.start_build();
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submitted_sources_[pending_play_job_] = signature;
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return Json{{"job", pending_play_job_}, {"play_pending", true}};
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});
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commands_.add(
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@@ -1,5 +1,8 @@
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#include <faset/core/io.hpp>
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#include <faset/core/process.hpp>
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#include <chrono>
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#include <iostream>
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#include <thread>
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// Native stand-in for CMake and SchemaExporter. Tests exercise the real
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// asynchronous BuildService and publication code without compiling a game.
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@@ -52,6 +55,15 @@ int tool_main(int argc, char** argv) {
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return 0;
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}
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if (argc > 2 && std::string_view(argv[1]) == "--build") {
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if (fs::exists("block-native-build")) {
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atomic_write("build-blocked", "ready\n");
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const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
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while (fs::exists("block-native-build") &&
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std::chrono::steady_clock::now() < deadline)
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std::this_thread::sleep_for(std::chrono::milliseconds(10));
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if (fs::exists("block-native-build"))
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throw std::runtime_error("Timed out waiting for build fixture gate");
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}
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if (fs::exists("emit-clang-error-and-fail-build")) {
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for (int index = 0; index < 250; ++index)
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std::cerr << "/external/library.cpp:1:1: warning: dependency warning "
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@@ -81,7 +93,9 @@ int tool_main(int argc, char** argv) {
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for (const auto* name : {"sdl3", "entt", "box2d", "box3d", "json", "stb"})
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atomic_write(build / "_deps" / (std::string(name) + "-src") / "LICENSE.txt",
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"Synthetic dependency notice for packaging tests only.\n");
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const auto self = fs::absolute(path_from_utf8(argv[0]));
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const auto invoked = path_from_utf8(argv[0]);
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const auto self = invoked.has_parent_path() ? fs::absolute(invoked)
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: find_executable(argv[0]);
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#ifdef _WIN32
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constexpr auto suffix = ".exe";
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#else
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@@ -0,0 +1,140 @@
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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/session.hpp>
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#include <faset/scripting/project.hpp>
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#include <chrono>
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#include <cstdlib>
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#include <iostream>
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#include <thread>
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namespace fs = std::filesystem;
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using namespace faset;
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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 prepend_fixture_to_path(const fs::path& directory) {
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const auto* previous = std::getenv("PATH");
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const auto value = path_to_utf8(directory) +
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#ifdef _WIN32
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";" +
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#else
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":" +
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#endif
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(previous ? previous : "");
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#ifdef _WIN32
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check(_putenv_s("PATH", value.c_str()) == 0, "Could not configure fixture PATH");
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#else
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check(setenv("PATH", value.c_str(), 1) == 0, "Could not configure fixture PATH");
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#endif
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}
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bool finished(const Json& job) {
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const auto state = job.at("state").get<std::string>();
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return state == "succeeded" || state == "failed" || state == "cancelled";
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}
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} // namespace
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int test_main(int argc, char** argv) {
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const auto root = fs::temp_directory_path() / ("Faset signature race " + new_id());
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try {
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check(argc == 2, "Expected the native build fixture path");
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const auto project = root / "project";
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const auto tools = root / "tools";
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fs::create_directories(tools);
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#ifdef _WIN32
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const auto cmake_fixture = tools / "cmake.exe";
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#else
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const auto cmake_fixture = tools / "cmake";
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#endif
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fs::copy_file(path_from_utf8(argv[1]), cmake_fixture);
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prepend_fixture_to_path(tools);
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{
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editor::Session session({project, path_from_utf8(FASET_TEST_ENGINE), {}});
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session.scaffold("Source signature race", 2);
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atomic_write_json(project / "schema-fixture.json",
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{{"format", "faset.schema"},
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{"version", 1},
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{"types", Json::array()}});
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auto document = session.authoring().create("Export source signature", 2);
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auto& commands = session.commands();
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const auto before =
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editor::gameplay_source_hash(project, scripting::loadLuaProject(project));
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atomic_write(project / "block-native-build", "block\n");
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const auto blocker = commands.call("faset_build", Json::object()).at("job");
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const auto gate_deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
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while (!fs::exists(project / "build-blocked") &&
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std::chrono::steady_clock::now() < gate_deadline)
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std::this_thread::sleep_for(std::chrono::milliseconds(10));
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if (!fs::exists(project / "build-blocked")) {
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const auto blocked_job = commands.call("faset_job", {{"id", blocker}});
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throw std::runtime_error("The first build never reached the controlled worker "
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"gate: " + blocked_job.dump());
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}
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// Submit both requests while the old source exists and another job owns the worker.
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// They must publish the later hash actually captured when their turn begins.
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const auto build = commands.call("faset_build", Json::object()).at("job");
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const auto exported =
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commands.call("faset_export",
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{{"document", document.at("id")}, {"output", "Exports/Race"}})
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.at("job");
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atomic_write(project / "Scripts/Gameplay.cpp",
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read_text(project / "Scripts/Gameplay.cpp") + "\n// queued edit\n");
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const auto after =
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editor::gameplay_source_hash(project, scripting::loadLuaProject(project));
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check(before != after, "Queued source edit did not change the gameplay signature");
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commands.call("faset_job_cancel", {{"id", blocker}});
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fs::remove(project / "block-native-build");
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Json build_job, export_job, blocker_job;
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const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(150);
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do {
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session.poll();
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blocker_job = commands.call("faset_job", {{"id", blocker}});
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build_job = commands.call("faset_job", {{"id", build}});
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export_job = commands.call("faset_job", {{"id", exported}});
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if (finished(blocker_job) && finished(build_job) && finished(export_job))
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break;
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std::this_thread::sleep_for(std::chrono::milliseconds(10));
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} while (std::chrono::steady_clock::now() < deadline);
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session.poll();
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check(blocker_job.at("state") == "cancelled", "Blocked build was not cancelled");
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check(build_job.at("state") == "succeeded",
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"Queued build failed: " + build_job.value("error", std::string()));
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check(export_job.at("state") == "succeeded",
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"Queued export failed: " + export_job.value("error", std::string()));
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const auto status = commands.call("faset_schema_status", Json::object());
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check(status.at("loaded") == true && status.at("stale") == false,
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"Editor marked the just-built source schema stale after a queued edit");
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check(build_job.at("result").value("source_signature", std::string()) == after,
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"Build result did not report the worker's captured source hash");
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check(export_job.at("result").value("source_signature", std::string()) == after,
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"Export result did not report the worker's captured source hash");
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check(read_json(project / ".faset/schema-state.json").at("source_signature") == after,
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"Persisted schema provenance differs from the worker's source snapshot");
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}
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fs::remove_all(root);
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std::cout << "Queued Build and Export preserve the actual worker source signature\n";
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return 0;
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} catch (const std::exception& error) {
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std::cerr << error.what() << "\nFixture retained at " << path_to_utf8(root) << '\n';
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return 1;
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}
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}
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#ifdef _WIN32
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int wmain(int argc, wchar_t** argv) {
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return run_utf8_main(argc, argv, test_main);
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}
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#else
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int main(int argc, char** argv) {
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return test_main(argc, argv);
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}
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#endif
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