# P1 gameplay iteration: measured Linux workflow The [unaltered version 2 workflow report](report.json) was produced by a clean `6c2e8fa80036315a695f67f3c53524165fb4b10a` checkout on 2026-09-24. It used disposable copies of the checked-in `collect-3d` and `examples/lua` projects. Every sample, process log and Player profile is retained under `raw/`; [the run log](workflow.log) shows the order and completion. The report identifies each input revision by SHA-256, and records all command arguments, phase labels, configuration and dirty-tree state. Its SHA-256 is `fd463c0cd12eed0a22143aa68bd732386804b0df4ecb2a3d9caa26f59dcfe6e2`. The original report's `toolchain.slang` is `null` because that version looked for `slangc` on `PATH`, while CMake used a configured executable. A **separate** [post-run provenance supplement](provenance.json), generated after commit `abd8c21` from the surviving disposable [compressed CMake cache](CMakeCache.txt.gz), hashes the selected CMake, Ninja, C/C++ compiler, Slang, Editor and UI-probe binaries. It binds to the original report hash and records both script revisions. The measured report was not rewritten. Subsequent workflow runs include these identities in their report directly. `4ac02ee` changed only the Windows CI export fixture location; neither follow-up is presented as the measured code revision. ## Measurement conditions and results The host ran Linux 7.0, Ryzen 7 1700, 32 GiB RAM, RTX 2080 Ti and NVIDIA 595.84. The disposable project used Debug, Clang 21.1.8, CMake 4.2.3, Ninja 1.13.2 and Slang 2026.18. The Player rendered offscreen Vulkan at 1280×720 with validation active and full-frame readback. The run did not overlap the separate P3 GPU sweep. Build times still depend on ambient CPU load, filesystem cache and prepared dependencies. The `cold` row means an empty project `.faset` cache, **not** a cold OS page cache or a first dependency download. | Observation | Samples | Median | Nearest-rank p95 | Scope | | --- | ---: | ---: | ---: | --- | | Initial configure and native build | 1 | 106.01 s | — | Disposable Debug project | | Unchanged build | 5 | 11.53 s | 13.12 s | All five reused the verified schema/package generation | | Changed `Gameplay.cpp` build | 5 | 28.16 s | 30.33 s | One warm-up edit excluded | | Changed `Gameplay.hpp` build | 5 | 23.89 s | 25.51 s | One warm-up edit excluded | | Watched Lua edit to reload log | 5 | 0.502 s | 0.504 s | Persistent Player; includes watcher polling | | First completed offscreen Player frame | 5 | 0.284 s | 0.333 s | From `main()`; excludes OS loader and window presentation | | Synthetic Editor input to rendered state | 100 | 13.97 ms | 18.03 ms | Ten warm-ups; offscreen retained-UI frame, not input-to-photon | The intentional C++ compile failure took 10.00 s and the corrected recovery build 19.93 s. The failed job preserved its prior successful build pointer. The run also imported the small Blender bundle cold and cached in 49 and 52 ms, respectively; Editor process startup dominates that tiny asset sample, so those two values do not establish import-cache speedup. The raw [failed-build job](raw/build_failure-01-stdout.txt) exposed a navigation defect: the compiler named the staged source copy, and the original structured diagnostic omitted `file`. A later fix maps only the verified staged `Scripts` subtree to project-relative source. A [real failed-build replay](diagnostic-replay.json) with the corrected Editor returns `Scripts/Gameplay.cpp`, line 73, column 2. The `build_diagnostics` test also covers project-contained snapshot paths and Windows drives; `build_schema_publication` verifies that an error after 250 third-party warnings survives the 200-row diagnostic limit. These are separate from this unmodified measurement. Follow-up `54d1bae` rehashes both the live source and the staged copy after native build and before reuse/publication. A fixture changes the staged C++ header during schema export; the build fails and retains the last-good pointer. The copy is content-verified at those boundaries, not sealed against a same-user write-and-restore during compiler reads. The [3,000-frame lifecycle profile](raw/cpp-3000-frame-lifecycle.json) completed with zero Vulkan validation errors. Maximum explicit Vulkan allocation was 15,787,008 bytes in both frames 101–200 and 2901–3000, a measured growth of zero; the live texture count remained one. These counters exclude driver-internal memory and do not prove absence of all resource leaks. The generated [527-entity scene](raw/generated-512.scene.json) adds 512 seeded copies to the 15-entity source and ran for 240 offscreen frames with zero Vulkan validation errors. Its [raw profile](raw/generated-512-profile.json) reports p95 frame wall 149.39 ms, simulation 48.19 ms, scene snapshot 68.12 ms, renderer call 36.51 ms and GPU timestamp 0.911 ms. It exposes a significant CPU scaling cost in this synthetic content; it is not a typical-game benchmark or a Release budget failure for the tiny checked-in sample. ## Reference budgets and coverage The [2026-09-18 Release reference baseline](../linux-release-2026-09-18/README.md) measured the **exact** `collect-2d` and `collect-3d` packaged scenes on this host, at 1280×720 with validation/readback. Its 240-frame p95s met the initial tracking budgets: frame 2.684/2.732 ms versus ≤4; GPU 0.579/0.600 ms versus ≤1; readback 0.633/0.608 ms versus ≤1; simulation 0.258/0.300 ms and snapshot 0.215/0.257 ms versus ≤0.5 each. Explicit allocations were about 15.02/15.06 MiB versus ≤20 MiB; first-frame startup from `main()` was 265.5/260.8 ms versus ≤500 ms. That baseline was an evolving earlier working tree. Its values are **historical** and are not compared with this Debug workflow's timing. The [fresh clean combined P1/P3 Release reference](final-release/README.md) at `4a3453e` repeats these exact scenes on the same physical RTX 2080 Ti, now with 120-frame source-hidden relocation checks for C++ 2D/3D and Lua-only, plus sequential 240-frame C++ 2D/3D profiles. The frame, GPU, readback, simulation, snapshot and startup tracking budgets all pass. Explicit allocations instead reach **43.022/43.118 MiB**, above the former ≤20 MiB budget because the new renderer eagerly retains a 16 MiB sun atlas and a 16 MiB local atlas in both scenes. The 2D sample casts no sun shadows and neither sample uses local shadow faces. This is a measured tracking-budget miss, not a failed export or a reason to redefine the counter silently. The linked dossier retains exact values, atlas breakdown, raw profiles and source/toolchain provenance. The [Lua-only Linux Release dossier](../lua-release-2026-09-24/README.md) separately records a relocated package that validated and rendered 120 frames after hiding its source project, with 0 validation errors. The final fixture placement was checked in clean-revision [`4ac02ee` Windows graphics CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040): 61/61 CTests passed on pinned SwiftShader, the real 2D/3D Release export integration passed, and **all three** relocated Release games (`collect-2d`, `collect-3d`, Lua-only) validated and rendered 120/120 frames with source paths unavailable. The [Windows playable report](windows-4ac02ee/playable-report.json) contains package and source hashes, device identity, result details and capture checksums; [integration results](windows-4ac02ee/integration-result-2.json), [integration manifests](windows-4ac02ee/integration-manifest-2.json), [Vulkan probe](windows-4ac02ee/vulkan-probe.json) and [toolchain record](windows-4ac02ee/toolchain.json) preserve representative raw evidence. The parallel [native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433211) passed on Linux and Windows. This is **software** Vulkan; Windows did not have an active Khronos validation layer (`validation_enabled: false`), and no physical Windows GPU/driver performance claim follows. The later [combined P1/P3 Windows graphics CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002) at clean `4a3453e` passed 74/74 CTests, including real diagnostic navigation, real Release export integration and all three relocated games for 120 frames. The [parallel native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35944874993) passed on Linux and Windows. The physical-GPU Linux reference above had active validation; Windows graphics used pinned SwiftShader. ## P1 acceptance record | Area | Evidence and current limit | | --- | --- | | Lua | Linux native and Release [relocated Lua result](../lua-release-2026-09-24/README.md), repeated in the [clean combined three-game Release reference](final-release/README.md); Windows CPU/SwiftShader [combined 74-test suite](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002) and [relocated Lua-only Release report](windows-4ac02ee/playable-report.json), 120 completed frames. | | Cache and rollback | [Five verified hits](report.json), `build_cache` and `build_schema_publication` contracts for headers, toolchain, schema/shader corruption and source races; the raw failed/recovered build retains the previous pointer. | | Diagnostics | `build_diagnostics` fixtures cover Clang, clang-cl, Lua, Unicode and unparseable output. The raw real failure above found a staged-source mapping gap; [the replay](diagnostic-replay.json), parser case, warning-flood case and real BuildService integration assertion cover the correction. | | Starters/navigation | [Four runnable C++/Lua × 2D/3D starters](../p1-starters-linux-2026-09-24.md) plus launcher/CLI and source-open tests. | | Autosave | `editor_session_settings`, UI tests and [workspace behavior](../../manual/editor/workspace.md#create-and-save-a-scene): idle coalescing, unnamed Save As, external/revision conflicts, Undo and recovery. | | Iteration | This Debug report, 179 raw files, 3,000-frame and seeded larger-scene profiles, plus the [clean combined Release reference](final-release/README.md) with three relocated games and exact 2D/3D budgets. The allocation budget miss is recorded; no CI timing gates. | | Documentation | The English Manual describes build/reload, templates, navigation, autosave and profile interpretation; strict MkDocs and full platform test totals are recorded in the implementation journal. | The [profiling guide](../../manual/editor/profiling.md#measure-editor-c-and-lua-iteration) documents how to repeat the run and interpret its deliberately distinct timing labels. C++ hot reload, state-preserving Lua reload and Player-world MCP are not part of this P1 contract.