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
39 lines
1.3 KiB
XML
39 lines
1.3 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<IsPackable>false</IsPackable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="coverlet.collector" Version="6.0.2" />
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
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<PackageReference Include="xunit" Version="2.9.2" />
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<PackageReference Include="xunit.runner.visualstudio" Version="2.8.2" />
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</ItemGroup>
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<ItemGroup>
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<Using Include="Xunit" />
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</ItemGroup>
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<!-- Same native shim Engine.Physics itself ships, same per-OS split —
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see that project's own Content items. -->
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<ItemGroup Condition="$([MSBuild]::IsOSPlatform('Linux'))">
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<Content Include="../../plugins/engine.physics/Engine.Physics/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="../../plugins/engine.physics/Engine.Physics/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="..\..\plugins\engine.physics\Engine.Physics\Engine.Physics.csproj" />
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</ItemGroup>
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</Project>
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