Track actual gameplay sources in async build results
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This commit is contained in:
Emil
2026-09-24 06:03:09 +03:00
parent 1b0a5ba4d5
commit ed523c61c1
6 changed files with 168 additions and 17 deletions
+7
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@@ -81,6 +81,13 @@ if(TARGET faset_editor_commands AND TARGET faset_build_service)
target_link_libraries(faset_editor_session_tests PRIVATE faset_editor_session)
target_compile_definitions(faset_editor_session_tests PRIVATE FASET_TEST_ENGINE="${PROJECT_SOURCE_DIR}")
add_test(NAME editor_session_settings COMMAND faset_editor_session_tests)
add_executable(faset_editor_schema_signature_tests tests/editor_schema_signature_tests.cpp)
target_link_libraries(faset_editor_schema_signature_tests PRIVATE faset_editor_session)
target_compile_definitions(faset_editor_schema_signature_tests PRIVATE FASET_TEST_ENGINE="${PROJECT_SOURCE_DIR}")
add_dependencies(faset_editor_schema_signature_tests faset_build_schema_tool)
add_test(NAME editor_schema_signature
COMMAND faset_editor_schema_signature_tests $<TARGET_FILE:faset_build_schema_tool>)
set_tests_properties(editor_schema_signature PROPERTIES TIMEOUT 180)
add_executable(faset_editor_autosave_tests tests/editor_autosave_tests.cpp)
target_link_libraries(faset_editor_autosave_tests PRIVATE faset_editor_session)
add_test(NAME editor_autosave COMMAND faset_editor_autosave_tests)
-1
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@@ -75,7 +75,6 @@ class Session {
std::string pending_play_job_;
Json pending_play_scene_;
std::unique_ptr<PluginManager> plugins_;
std::map<std::string, std::string> submitted_sources_;
std::string schema_source_signature_;
bool schema_loaded_ = false;
std::string schema_error_;
+2
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@@ -501,6 +501,7 @@ struct BuildService::Impl {
{"schema", path_to_utf8(directory / "schema.json")},
{"lua_enabled", job.lua.enabled()},
{"lua_fingerprint", job.lua.fingerprint},
{"source_signature", inputs.source_hash},
{"fingerprint", fingerprint},
{"schema_cache_hit", reused},
{"generation_reused", reused},
@@ -957,6 +958,7 @@ struct BuildService::Impl {
{"generation", job.status.id},
{"build", built},
{"schema", built.at("schema")},
{"source_signature", built.at("source_signature")},
{"player", built.at("player")},
{"build_directory", built.at("build_directory")},
{"configuration", built.at("configuration")}};
+4 -15
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@@ -285,13 +285,10 @@ void Session::poll() {
if (value.result.contains("schema"))
try {
load_schema(path_from_utf8(value.result.at("schema").get<std::string>()));
// This signature represents the sources submitted with this job, not later
// edits.
if (value.result.contains("source_signature"))
schema_source_signature_ =
value.result.at("source_signature").get<std::string>();
else if (submitted_sources_.contains(value.id))
schema_source_signature_ = submitted_sources_.at(value.id);
// The worker may start after the request and capture newer sources.
// Only its validated build snapshot can identify this schema.
schema_source_signature_ =
value.result.at("source_signature").get<std::string>();
atomic_write_json(config_.project_root / ".faset/schema-state.json",
{{"source_signature", schema_source_signature_}});
} catch (const std::exception& error) {
@@ -496,9 +493,7 @@ void Session::register_commands() {
"Incrementally compile gameplay and export C++/Lua metadata in separate native "
"processes. Returns a job ID.",
schema(Json::object()), [&](const Json&) {
const auto signature = source_signature();
const auto id = builds_.start_build();
submitted_sources_[id] = signature;
return Json{{"job", id}};
});
commands_.add(
@@ -509,9 +504,7 @@ void Session::register_commands() {
schema(Json::object()), [&](const Json&) {
require(scripting::loadLuaProject(config_.project_root).enabled(), "lua.disabled",
"Declare scripting.lua.scripts in project.faset.json first");
const auto signature = source_signature();
const auto id = builds_.start_build();
submitted_sources_[id] = signature;
return Json{{"job", id}};
});
commands_.add("faset_lua_reload",
@@ -655,12 +648,10 @@ void Session::register_commands() {
"output directory. Returns a job ID.",
schema({{"document", text}, {"output", text}}, {"document", "output"}),
[&](const Json& args) {
const auto signature = source_signature();
const auto id = builds_.start_export(
resolved_or_throw(commands_, args.at("document")),
project_path(config_.project_root,
path_from_utf8(args.at("output").get<std::string>())));
submitted_sources_[id] = signature;
return Json{{"job", id}};
});
commands_.add(
@@ -685,9 +676,7 @@ void Session::register_commands() {
schema({{"document", text}}, {"document"}), [&](const Json& args) {
stop_player();
pending_play_scene_ = resolved_or_throw(commands_, args.at("document"));
const auto signature = source_signature();
pending_play_job_ = builds_.start_build();
submitted_sources_[pending_play_job_] = signature;
return Json{{"job", pending_play_job_}, {"play_pending", true}};
});
commands_.add(
+15 -1
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@@ -1,5 +1,8 @@
#include <faset/core/io.hpp>
#include <faset/core/process.hpp>
#include <chrono>
#include <iostream>
#include <thread>
// Native stand-in for CMake and SchemaExporter. Tests exercise the real
// asynchronous BuildService and publication code without compiling a game.
@@ -52,6 +55,15 @@ int tool_main(int argc, char** argv) {
return 0;
}
if (argc > 2 && std::string_view(argv[1]) == "--build") {
if (fs::exists("block-native-build")) {
atomic_write("build-blocked", "ready\n");
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (fs::exists("block-native-build") &&
std::chrono::steady_clock::now() < deadline)
std::this_thread::sleep_for(std::chrono::milliseconds(10));
if (fs::exists("block-native-build"))
throw std::runtime_error("Timed out waiting for build fixture gate");
}
if (fs::exists("emit-clang-error-and-fail-build")) {
for (int index = 0; index < 250; ++index)
std::cerr << "/external/library.cpp:1:1: warning: dependency warning "
@@ -81,7 +93,9 @@ int tool_main(int argc, char** argv) {
for (const auto* name : {"sdl3", "entt", "box2d", "box3d", "json", "stb"})
atomic_write(build / "_deps" / (std::string(name) + "-src") / "LICENSE.txt",
"Synthetic dependency notice for packaging tests only.\n");
const auto self = fs::absolute(path_from_utf8(argv[0]));
const auto invoked = path_from_utf8(argv[0]);
const auto self = invoked.has_parent_path() ? fs::absolute(invoked)
: find_executable(argv[0]);
#ifdef _WIN32
constexpr auto suffix = ".exe";
#else
+140
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@@ -0,0 +1,140 @@
#include <faset/core/io.hpp>
#include <faset/editor/build_cache.hpp>
#include <faset/editor/session.hpp>
#include <faset/scripting/project.hpp>
#include <chrono>
#include <cstdlib>
#include <iostream>
#include <thread>
namespace fs = std::filesystem;
using namespace faset;
namespace {
void check(bool condition, std::string_view message) {
if (!condition)
throw std::runtime_error(std::string(message));
}
void prepend_fixture_to_path(const fs::path& directory) {
const auto* previous = std::getenv("PATH");
const auto value = path_to_utf8(directory) +
#ifdef _WIN32
";" +
#else
":" +
#endif
(previous ? previous : "");
#ifdef _WIN32
check(_putenv_s("PATH", value.c_str()) == 0, "Could not configure fixture PATH");
#else
check(setenv("PATH", value.c_str(), 1) == 0, "Could not configure fixture PATH");
#endif
}
bool finished(const Json& job) {
const auto state = job.at("state").get<std::string>();
return state == "succeeded" || state == "failed" || state == "cancelled";
}
} // namespace
int test_main(int argc, char** argv) {
const auto root = fs::temp_directory_path() / ("Faset signature race " + new_id());
try {
check(argc == 2, "Expected the native build fixture path");
const auto project = root / "project";
const auto tools = root / "tools";
fs::create_directories(tools);
#ifdef _WIN32
const auto cmake_fixture = tools / "cmake.exe";
#else
const auto cmake_fixture = tools / "cmake";
#endif
fs::copy_file(path_from_utf8(argv[1]), cmake_fixture);
prepend_fixture_to_path(tools);
{
editor::Session session({project, path_from_utf8(FASET_TEST_ENGINE), {}});
session.scaffold("Source signature race", 2);
atomic_write_json(project / "schema-fixture.json",
{{"format", "faset.schema"},
{"version", 1},
{"types", Json::array()}});
auto document = session.authoring().create("Export source signature", 2);
auto& commands = session.commands();
const auto before =
editor::gameplay_source_hash(project, scripting::loadLuaProject(project));
atomic_write(project / "block-native-build", "block\n");
const auto blocker = commands.call("faset_build", Json::object()).at("job");
const auto gate_deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (!fs::exists(project / "build-blocked") &&
std::chrono::steady_clock::now() < gate_deadline)
std::this_thread::sleep_for(std::chrono::milliseconds(10));
if (!fs::exists(project / "build-blocked")) {
const auto blocked_job = commands.call("faset_job", {{"id", blocker}});
throw std::runtime_error("The first build never reached the controlled worker "
"gate: " + blocked_job.dump());
}
// Submit both requests while the old source exists and another job owns the worker.
// They must publish the later hash actually captured when their turn begins.
const auto build = commands.call("faset_build", Json::object()).at("job");
const auto exported =
commands.call("faset_export",
{{"document", document.at("id")}, {"output", "Exports/Race"}})
.at("job");
atomic_write(project / "Scripts/Gameplay.cpp",
read_text(project / "Scripts/Gameplay.cpp") + "\n// queued edit\n");
const auto after =
editor::gameplay_source_hash(project, scripting::loadLuaProject(project));
check(before != after, "Queued source edit did not change the gameplay signature");
commands.call("faset_job_cancel", {{"id", blocker}});
fs::remove(project / "block-native-build");
Json build_job, export_job, blocker_job;
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(150);
do {
session.poll();
blocker_job = commands.call("faset_job", {{"id", blocker}});
build_job = commands.call("faset_job", {{"id", build}});
export_job = commands.call("faset_job", {{"id", exported}});
if (finished(blocker_job) && finished(build_job) && finished(export_job))
break;
std::this_thread::sleep_for(std::chrono::milliseconds(10));
} while (std::chrono::steady_clock::now() < deadline);
session.poll();
check(blocker_job.at("state") == "cancelled", "Blocked build was not cancelled");
check(build_job.at("state") == "succeeded",
"Queued build failed: " + build_job.value("error", std::string()));
check(export_job.at("state") == "succeeded",
"Queued export failed: " + export_job.value("error", std::string()));
const auto status = commands.call("faset_schema_status", Json::object());
check(status.at("loaded") == true && status.at("stale") == false,
"Editor marked the just-built source schema stale after a queued edit");
check(build_job.at("result").value("source_signature", std::string()) == after,
"Build result did not report the worker's captured source hash");
check(export_job.at("result").value("source_signature", std::string()) == after,
"Export result did not report the worker's captured source hash");
check(read_json(project / ".faset/schema-state.json").at("source_signature") == after,
"Persisted schema provenance differs from the worker's source snapshot");
}
fs::remove_all(root);
std::cout << "Queued Build and Export preserve the actual worker source signature\n";
return 0;
} catch (const std::exception& error) {
std::cerr << error.what() << "\nFixture retained at " << path_to_utf8(root) << '\n';
return 1;
}
}
#ifdef _WIN32
int wmain(int argc, wchar_t** argv) {
return run_utf8_main(argc, argv, test_main);
}
#else
int main(int argc, char** argv) {
return test_main(argc, argv);
}
#endif