Make Gitea core validation source-only

This commit is contained in:
gamer147
2026-08-03 13:28:59 -04:00
parent 4db2f416cf
commit 71ec6e55ed
38 changed files with 154 additions and 40 deletions

View File

@@ -52,10 +52,10 @@ claiming portable exports.
| ADV font discovery/raster fidelity | `Age.Engine.Text` remains OS-neutral. On compatible ACP-932 Windows, `auto` selects the separate exact-to-request `Age.Engine.Text.Windows` GDI gray-4 backend. Otherwise Godot TextServer supplies Unicode masks and metrics from ordered system-font substitutions in `godot/config/himegari-text-rendering.json`; this policy is explicitly not GDI pixel-exact. Immediate `0x204`/`0x205`, live ADV, retained History, and the wait atlas all enter ordinary RGBA surfaces/retained handles | Three Mincho/Gothic regular/bold samples byte-match an independent Unicode GDI oracle. A live `SC0000@0x869` trace proves that the `AGE Patch.exe`/`jprun.dll` wrapper overrides authored Mincho to MS Gothic: 13 captured masks match Gothic byte-for-byte and Mincho 0/13. This is wrapper behavior, not the true-native default. Forced exact and forced portable self-tests cover immediate, live, and History rasterization, bounded caching, complete-line materialization, retained ordering, alpha/tint/fade, transforms, clipping, capture, HIDEWIN suspension, partial erase/republication, reset, and teardown. Gameplay `Label` pools and overlay projection are gone | Optionally expose realized-face overrides through future launch profiles when wrapper compatibility is desired; independently produce and smoke-test Linux/macOS exports, confirm installed family availability/fallback selection there, and keep the GDI project out of non-Windows deliverables |
| Filesystem semantics | Several filename and containment comparisons use `OrdinalIgnoreCase`; installed assets are conventionally uppercase | Needs validation on case-sensitive filesystems; may hide casing or containment mistakes | Add Linux/macOS tests with mixed-case synthetic roots and use filesystem-appropriate containment rules |
| Save/profile/settings storage | `Sys4PersistencePaths` models AGE's independent `SAVEPATH` and `REGFILEPATH` resolutions. Godot replaces Himegari's related profile directory with `user://`, yielding `user://SAVE` for native S3SD/S4SD/S3RT files and thumbnails plus `user://SYS4REG.INI` for the BOM-less CP932 options file; the preserving writer changes only its nine `[sound]` keys | Save payloads and engine options are isolated together without changing either native format. Native/drop-in resolution remains available through `USEAPPDATAFOLDER` plus both SYS4INI paths. A single-root override is rejected when `SAVEPATH` is not beneath `REGFILEPATH`, preventing cross-profile guesses | Expose explicit profile/native selection through the future launcher and allow independent overrides for profiles whose two native paths are unrelated. Validate CP932 availability, replace/flush, case, permissions, and interrupted-write behavior on each export target |
| Game-install, runtime metadata, and repository discovery | `GameRootSelection` accepts `--game-root`, then probes the executable directory and current working directory for `SYS4INI.BIN`; on Unix the frontend prefers inherited shell `PWD` because Godot may change the process directory during project startup. Godot injects the selected root into its catalog and loose-first ALF store. `Himegari.csproj` embeds generated `build/opcodes.json`, and the frontend loads that assembly resource rather than `Paths.OpcodesJson`. `Paths.cs` remains a development/test locator; its page-map use is compiled only for `TOOLS` builds | Installed game data and packaged VM metadata no longer depend on the workspace sibling layout. The Linux export passed an explicit absolute game root outside the repository and read the installed archives. Exported automatic page maps use `user://diagnostics/page-maps`; editor/development runs preserve `build/page-map-<SCENE>.jsonl` | Let the future profile launcher pass `--game-root`, and run executable-directory/CWD plus case/permission smoke gates on Linux and macOS |
| Game-install, runtime metadata, and repository discovery | `GameRootSelection` accepts `--game-root`, then probes the executable directory and current working directory for `SYS4INI.BIN`; on Unix the frontend prefers inherited shell `PWD` because Godot may change the process directory during project startup. Godot injects the selected root into its catalog and loose-first ALF store. `Himegari.csproj` embeds generated `build/opcodes.json`, and the frontend loads that assembly resource rather than `Paths.OpcodesJson`. Development/test `Paths.cs` finds the repository by tracked `global.json`, solution, and opcode-map markers rather than a checkout-directory name | Installed game data and packaged VM metadata no longer depend on the workspace sibling layout. The Linux export passed an explicit absolute game root outside the repository and read the installed archives; a source-only core proof also passes from an arbitrary repository directory name. Exported automatic page maps use `user://diagnostics/page-maps`; editor/development runs preserve `build/page-map-<SCENE>.jsonl` | Let the future profile launcher pass `--game-root`, and run executable-directory/CWD plus case/permission smoke gates on Linux and macOS |
| Archive parity oracle | One integration test can launch a machine-local `bin/BinExtractALF.exe`; the binary and matching DLL are ignored and have unverified redistribution terms | Windows-only installed-data helper, not a shipped runtime dependency | Keep it in an explicit private workspace gate; runtime ALF/AAI readers do not depend on it |
| Native RE tools | Frida/Ghidra helpers target the original `AGE.EXE`; PE-sieve was tried and replaced by the Frida import-map workflow | Development/research only; no native RE executable is tracked | Keep separate from export requirements; document platform prerequisites per tool |
| Python workflow and core CI | The operating guide uses Windows `py -3.11`; `validate.py` launches child tools through `sys.executable` and has POSIX process-group cleanup plus `ps`-based leak auditing | Tracked generated references and the engine solution/project files have canonical LF blobs. A source-only checkout found 501/590 engine cases hermetic, 89 installed-corpus/native-oracle cases still reached by `core`, and one Python bootstrap test coupled to the external corpus. The target Gitea server's known-good baseline is `ubuntu-latest`, checkout v4, setup-dotnet v4, and Gitea-specific artifact upload | Explicitly classify the 89 workspace cases and inject a synthetic opcode corpus fixture, then run the corrected core gate in Gitea. Retain Windows-native GDI parity and private installed-game/runtime checks as separate trusted gates |
| Python workflow and core CI | The operating guide uses Windows `py -3.11`; `validate.py` launches child tools through `sys.executable` and has POSIX process-group cleanup plus `ps`-based leak auditing | The 590 engine cases are explicitly split into 502 source-only core cases and 88 `Workspace` installed-data/native-oracle cases; both selections pass with zero skips. The opcode-bootstrap unit injects synthetic observations while production bootstrap retains real-corpus scanning. `.gitea/workflows/core-validation.yml` uses the target server's demonstrated `ubuntu-latest`, checkout/setup-dotnet v4, setup-python v6, and Gitea artifact action baseline. A standalone arbitrary-name, corpus-free repository passes the complete core driver | Confirm the first real Linux run after the rewritten history is pushed. Retain Windows-native GDI parity and private installed-game/runtime checks as separate trusted gates |
No authored runtime code currently calls native DirectSound, Direct3D, Vulkan, Metal, or OpenGL. Mentions of
those APIs in `docs/engine-re.md` describe the original AGE implementation. Both the software-oracle display