The literal thing nothing on this dev machine can verify: whether the build actually runs on Windows at all. Solved by having real CI do it — ubuntu-latest and windows-latest both build the native Box3D/miniaudio shims from source via CMake, build and test the full .NET solution, stage a shippable configuration (engine.windowing/assets/render/input/physics/ audio + physics-demo-game — engine.editor deliberately excluded, that's M4's actual "done when"), and then run it headless against samples/ PhysicsDemo for 200 frames, asserting DemoBox settled at y≈1.0 in the resulting dump. Real physics, real scene load, real plugin loading, proven on both platforms, not just built. Required restructuring the native Content items into per-OS ItemGroups (native/linux-x64/ vs native/win-x64/, selected via $([MSBuild]::IsOSPlatform(...))): linux-x64's .so is committed (built and verified here); win-x64's .dll is never committed — nothing here can build or run one to verify — and only ever exists as something the Windows job produces fresh, in-place, right before `dotnet build`. Caught one real bug dry-running this exact staging locally before trusting it to a workflow run: PluginHost.Load calls Assembly. LoadFromAssemblyPath, which throws on a relative path — the verification step's `--plugins ../../plugins` failed immediately with "is not an absolute path." Every manual verification earlier this session happened to always pass an absolute --plugins path, which is exactly why this never surfaced before. Fixed by resolving to an absolute path before invoking Engine.Host. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
45 lines
2.0 KiB
XML
45 lines
2.0 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<!-- Generates the deps.json AssemblyDependencyResolver needs to find
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this plugin's dependencies — see PluginLoadContext in Engine.Kernel,
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and the same property on the other native-facing plugins. -->
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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<!-- The compiled native shim (Box3D folded in) — see
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native/physics-native/. Copied straight into this plugin's own
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output directory (not a runtimes/<rid>/native/ NuGet-style path):
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DllImport's default unmanaged-library probing already checks the
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calling assembly's own directory, and PluginLoadContext.
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LoadUnmanagedDll falls back to that default probing whenever its
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AssemblyDependencyResolver doesn't recognize the name (returning
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IntPtr.Zero, not failing outright) — confirmed empirically, see
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PhysicsWorldTests.
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Picked by the BUILDING machine's OS, not cross-compiled: linux-x64's
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.so is committed (built and verified here); win-x64's .dll is never
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committed — nothing here can build or run one to verify — and is
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instead produced fresh by .github/workflows/build.yml's Windows job
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right before `dotnet build` runs, landing at exactly this path. -->
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<ItemGroup Condition="$([MSBuild]::IsOSPlatform('Linux'))">
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<Content Include="native/linux-x64/liblingua_physics.so">
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<Link>liblingua_physics.so</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup Condition="$([MSBuild]::IsOSPlatform('Windows'))">
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<Content Include="native/win-x64/lingua_physics.dll">
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<Link>lingua_physics.dll</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\..\src\Engine.Kernel\Engine.Kernel.csproj" />
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<ProjectReference Include="..\Engine.Physics.Contracts\Engine.Physics.Contracts.csproj" />
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</ItemGroup>
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</Project>
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