fix: rebuild and relink on what changed, submodules at their revisions, and mingw found where it is
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- Shaders record the files glslang opened (a depfile) and their settings
(source path, stage, entry point, defines, include directories) in the
build directory, and rebuild when an included file or a setting changes,
not only the shader's own source.
- An executable relinks when its link command changed, not only when an
object is newer: a link flag in project.cpp, or a dependency's library
that moved (an ExternalDependency built into a new cache directory). The
command is recorded beside the objects; its flags come from ordered sets,
so the order the dependency threads finish in can't change it.
- An external's newest artifact counts its libDirs and versioned .so names.
- Submodules are checked out at the revisions the fetched commit records,
from the URLs its .gitmodules gives, after every clone, switch, checkout
and pull, so a pinned commit builds against its own submodules, and one
moved by hand is put back; with no .gitmodules, git isn't asked.
- Each external clone's fetch and build hold a file lock: parallel builds
pulled into one clone at once ("cannot lock ref").
- mingw:
- -stdlib=libstdc++ always;
- the std module's source is found through libstdc++.modules.json in the
mingw toolchain's own library directories (the generic lib/ holds the
host's Linux one), asking the compiler once a run;
- a toolchain that isn't there is a build error saying where it looked,
not std::terminate;
- CRAFTER_MINGW_DIR names the prefix, the directory holding
x86_64-w64-mingw32/ and lib/gcc/;
- inside the Flatpak the host's /usr mingw is used.
- RunScript's exit-status check reads as the one range it is.
- Tests: ConcurrentExternalFetch, ExternalArtifactTime, GitSubmodules,
LinkFlagsChange, MingwMissing, ShaderIncludeChange; ShaderCompile and
ToolchainResolve extended.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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26 changed files with 1075 additions and 109 deletions
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@ -14,6 +14,21 @@ namespace Crafter {
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bool timedOut = false;
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std::int32_t signal = 0;
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};
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// An exclusive lock on the file `path` (created if missing), held from
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// construction to destruction. An flock, so it keeps out the other
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// threads of this process (each opens the file anew) and other
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// crafter-build processes alike. The OS drops it when the descriptor
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// closes, process death included, so an interrupted build never leaves a
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// stale lock; the descriptor is close-on-exec, so the tools a holder
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// spawns don't keep it past its release.
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class FileLock {
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std::int32_t fd = -1;
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public:
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explicit FileLock(const fs::path& path);
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~FileLock();
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FileLock(const FileLock&) = delete;
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FileLock& operator=(const FileLock&) = delete;
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};
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std::string BuildStdPcm(const Configuration& config, fs::path stdPcm);
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fs::path GetCacheDir();
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CommandResult RunCommandChecked(std::string_view command);
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