#include #include #include #include #include using namespace faset; namespace fs = std::filesystem; namespace { void check(bool condition, std::string_view message) { if (!condition) throw std::runtime_error(std::string(message)); } void run(const fs::path& root) { const auto project = root / "project"; const auto scripts = project / "Scripts"; atomic_write(scripts / "Gameplay.cpp", "#include \"Gameplay.hpp\"\n"); atomic_write(scripts / "Gameplay.hpp", "#pragma once\n"); atomic_write(scripts / "Extensions/Extra.hpp", "#define SPEED 1\n"); const auto compiler = root / "fake-compiler"; const auto cmake = root / "fake-cmake"; const auto slang = root / "fake-slangc"; atomic_write(compiler, "compiler-v1\n"); atomic_write(cmake, "cmake-v1\n"); atomic_write(slang, "slang-v1\n"); editor::BuildConfig config; config.project_root = project; config.engine_root = path_from_utf8(FASET_ENGINE_SOURCE); config.build_directory = project / ".faset/build"; config.cmake = path_to_utf8(cmake); config.configure_arguments = { "-DCMAKE_C_COMPILER=" + path_to_utf8(compiler), "-DCMAKE_CXX_COMPILER=" + path_to_utf8(compiler), "-DSLANGC_EXECUTABLE=" + path_to_utf8(slang)}; const scripting::LuaProject none; const auto initial = editor::capture_build_inputs(config, none); atomic_write(scripts / "Extensions/Extra.hpp", "#define SPEED 2\n"); const auto changed_header = editor::capture_build_inputs(config, none); check(initial.source_hash != changed_header.source_hash && initial.fingerprint() != changed_header.fingerprint(), "Nested gameplay header changes the complete source snapshot"); atomic_write(scripts / "main.lua", "return {}\n"); atomic_write_json(project / "project.faset.json", {{"format", "faset.project"}, {"version", 1}, {"scripting", {{"lua", {{"scripts", {"Scripts/main.lua"}}}}}}}); auto lua = scripting::loadLuaProject(project); const auto with_lua = editor::capture_build_inputs(config, lua); atomic_write(scripts / "other.lua", "return {}\n"); auto manifest = read_json(project / "project.faset.json"); manifest["scripting"]["lua"]["scripts"].push_back("Scripts/other.lua"); atomic_write_json(project / "project.faset.json", manifest); lua = scripting::loadLuaProject(project); const auto changed_declaration = editor::capture_build_inputs(config, lua); check(with_lua.source_hash != changed_declaration.source_hash, "Lua entry declaration changes the source snapshot"); const auto native = config.build_directory / "Debug"; editor::ensure_native_toolchain_stamp(native, changed_declaration); atomic_write(native / "sentinel", "keep\n"); editor::ensure_native_toolchain_stamp(native, changed_declaration); check(fs::exists(native / "sentinel"), "Unchanged toolchain preserves the native tree"); atomic_write(compiler, "compiler-v2\n"); const auto changed_tool = editor::capture_build_inputs(config, lua); check(changed_tool.source_hash == changed_declaration.source_hash && changed_tool.toolchain_hash != changed_declaration.toolchain_hash, "Changing compiler bytes at the same path changes toolchain identity"); editor::ensure_native_toolchain_stamp(native, changed_tool); check(!fs::exists(native / "sentinel"), "Changed toolchain invalidates only the generated native tree"); fs::create_directories(root / "outside"); std::error_code link_error; fs::create_directory_symlink(root / "outside", scripts / "linked", link_error); if (!link_error) { bool rejected = false; try { (void)editor::capture_build_inputs(config, lua); } catch (const std::exception&) { rejected = true; } check(rejected, "Source snapshot refuses a symlink escaping Scripts"); } } } // namespace int main() { const auto root = fs::temp_directory_path() / path_from_utf8("Faset build cache Café 世界 " + new_id()); try { run(root); fs::remove_all(root); std::cout << "Complete source and toolchain snapshot contracts passed\n"; return 0; } catch (const std::exception& error) { std::cerr << error.what() << '\n'; fs::remove_all(root); return 1; } }