59 lines
3.6 KiB
Markdown
59 lines
3.6 KiB
Markdown
# Lua-only Release game: relocated execution
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This is a local Linux result for source revision
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`433185717e1f324acb6eaf186818589d11697453` on 2026-09-24. The
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[machine-readable report](report.json) records the exact source input hashes,
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Release package, Editor binary hash, command arguments and elapsed times. The
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Editor itself was built with the `linux-release` preset. The exported Player
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and package also identify their configuration as Release.
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| Check | Observed result |
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|---|---|
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| Disposable source | `examples/lua` copied to a Unicode-path temporary project outside the engine tree |
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| Package | `lua_enabled: true`; 32 hash-checked files, including Lua gameplay source and `Notices/lua/LICENSE.txt`; no project `Gameplay.cpp` or `.hpp` |
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| Relocation | Generation copied outside the project/engine; original project path hidden before Player launch |
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| CPU validation | Packaged Player `--validate` succeeded from an unrelated empty working directory |
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| GPU execution | 120/120 headless 1280×720 frames, 0 validation errors |
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| Device | NVIDIA GeForce RTX 2080 Ti; proprietary driver 595.84, Vulkan 1.4.329; selected-device details in the report and [Vulkan probe](vulkaninfo-summary.txt) |
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| Image | Four expected scene colors, including cyan player and gold collectible; raw [PPM](lua.ppm) SHA-256 `e2f4c3b84de75dadd2e31d388d0ba51abc1861f1ec76eb7ba51a4a2dcac720a7` |
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| Focused Release CTest | 5/5: `lua_contracts`, `lua_safety_contracts`, `lua_cli_contracts`, `lua_player_reload`, `build_schema_publication` |
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The [manifest](lua-manifest.json) binds the package file checksums. The
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[Player profile](lua-profile.json) contains all 120 per-frame samples and
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resource/timing definitions; the [validate](lua-validate.json),
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[render](lua-run.json) and [export](lua-export.json) logs retain raw process
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results. The [PNG preview](lua.png) is a lossless conversion of the checked
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PPM.
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The verifier also confirmed a clean Git source tree, rejected undeclared
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package files and unexpected C++ script files, classified the selected device
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as physical, and found the sample Lua `on_start` log in the relocated run.
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To repeat this check from a built checkout, choose a **new, empty** output
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directory:
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```sh
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cmake --preset linux-release
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cmake --build --preset linux-release --target faset_editor --parallel 4
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python3 tools/verify_playable_exports.py --editor build/linux-release/faset_editor \
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--output .cache/lua-release-check --only-lua
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cmake --build --preset linux-release --target faset_player faset_schema_exporter \
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faset_lua_tests faset_lua_safety_tests faset_build_schema_tests --parallel 4
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ctest --test-dir build/linux-release --no-tests=error --output-on-failure \
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-R '^(lua_contracts|lua_safety_contracts|lua_cli_contracts|lua_player_reload|build_schema_publication)$'
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```
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The render used the Player's synthetic fixed timestep and offscreen Vulkan
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presentation. It does not establish manual window interaction or physical
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Windows GPU compatibility. The separate
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[Windows graphics run at `4ac02ee`](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040)
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passed 61/61 CTests and relocated all three Release games under pinned SwiftShader.
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The Lua-only package validated and completed 120 offscreen frames with its source
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project paths hidden. Its device is a **software** Vulkan implementation; the
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Khronos validation layer was not active on that Windows worker. The
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[P1 dossier's Windows report](../p1-iteration-2026-09-24/windows-4ac02ee/playable-report.json)
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retains the source/package identities and result. This does not establish
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physical Windows GPU compatibility.
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