Load duskscript files through the asset system, not the real filesystem

scriptLoadHandler used fopen/fread directly, but every .ds a script include()s
is packed into dusk.dsk (compiled to .dsb) like every other asset now, not a
loose file next to the binary - raw filesystem reads never found them outside
a dev checkout. It now goes through assetFileInit/Open/Read/Close like the
rest of the engine's asset loaders, failing the load the same way (returning
SCRIPT_LOAD_FAILED) for a missing entry or one bigger than capacity.

test_duskscript's fixtures moved to their own assets/ subfolder and pack into
a small test.dsk with the same tools.asset.pack used for the real dusk.dsk,
and the test opens that archive straight into ASSET.zip (skipping the full
assetInit()/assetInitPlatform(), which expects a launched engine) so the
tests exercise the real compile -> pack -> asset -> runtime pipeline instead
of a filesystem shortcut around it.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
YourWishesandClaude Sonnet 5 committed 2026-10-14 22:33:46 -05:00
1 parent 5cf0678429
commit a0294aae98
5 files changed
+70 -28

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+27 -8
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@@ -9,8 +9,8 @@
#include "native/scriptnativeconsole.h"
#include "builtin/scriptbuiltinregister.h"
#include "console/console.h"
#include "asset/asset.h"
#include "util/memory.h"
#include <stdio.h>
script_t SCRIPT;
@@ -29,14 +29,33 @@ void scriptPrintHandler(const char *text, const size_t length) {
}
size_t scriptLoadHandler(const char *path, char *buffer, const size_t capacity) {
FILE *file;
size_t length;
assetfile_t file;
size_t size;
file = fopen(path, "rb");
if(!file) return (size_t)-1;
length = fread(buffer, 1, capacity, file);
fclose(file);
return length;
// Scripts are packed into dusk.dsk like every other asset, so this reads
// through the asset system rather than the real filesystem - a missing
// entry or one too big for capacity both just fail the include/load.
if(errorIsNotOk(assetFileInit(&file, path, NULL, NULL))) return SCRIPT_LOAD_FAILED;
size = (size_t)file.size;
if(size > capacity) {
assetFileDispose(&file);
return SCRIPT_LOAD_FAILED;
}
if(errorIsNotOk(assetFileOpen(&file))) {
assetFileDispose(&file);
return SCRIPT_LOAD_FAILED;
}
if(errorIsNotOk(assetFileRead(&file, buffer, size))) {
assetFileDispose(&file);
return SCRIPT_LOAD_FAILED;
}
assetFileClose(&file);
assetFileDispose(&file);
return size;
}
errorret_t scriptInit(void) {
+22 -19
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@@ -7,29 +7,32 @@ include(dusktest)
dusktest(test_duskscript.c)
# Compile the fixture scripts to bytecode with duskscriptcc at build time, so
# the test exercises the real compiler -> runtime -> consolePrint pipeline.
set(DUSKSCRIPT_TEST_FIXTURE_DS ${CMAKE_CURRENT_LIST_DIR}/fixture.ds)
set(DUSKSCRIPT_TEST_FIXTURE_DSB ${CMAKE_CURRENT_BINARY_DIR}/fixture.dsb)
set(DUSKSCRIPT_TEST_NUMBERS_DS ${CMAKE_CURRENT_LIST_DIR}/fixture_numbers.ds)
set(DUSKSCRIPT_TEST_NUMBERS_DSB ${CMAKE_CURRENT_BINARY_DIR}/fixture_numbers.dsb)
# Scripts are loaded through the asset system (see scriptLoadHandler in
# src/dusk/script/script.c), not the real filesystem, so the fixtures are
# packed into a small test.dsk with the same tools.asset.pack used for the
# game's own dusk.dsk - this exercises the real compiler -> pack -> asset ->
# runtime -> consolePrint pipeline rather than a shortcut around it.
set(DUSKSCRIPT_TEST_ASSETS_DIR ${CMAKE_CURRENT_LIST_DIR}/assets)
set(DUSKSCRIPT_TEST_DSK ${CMAKE_CURRENT_BINARY_DIR}/test.dsk)
add_custom_command(
OUTPUT ${DUSKSCRIPT_TEST_FIXTURE_DSB}
COMMAND duskscriptcc ${DUSKSCRIPT_TEST_FIXTURE_DS} -o ${DUSKSCRIPT_TEST_FIXTURE_DSB}
DEPENDS duskscriptcc ${DUSKSCRIPT_TEST_FIXTURE_DS}
COMMENT "Compiling duskscript test fixture"
OUTPUT ${DUSKSCRIPT_TEST_DSK}
COMMAND ${Python3_EXECUTABLE} -m tools.asset.pack
--input ${DUSKSCRIPT_TEST_ASSETS_DIR}
--output ${DUSKSCRIPT_TEST_DSK}
--duskscriptcc "$<TARGET_FILE:duskscriptcc>"
WORKING_DIRECTORY ${DUSK_ROOT_DIR}
DEPENDS
duskscriptcc
${DUSKSCRIPT_TEST_ASSETS_DIR}/fixture.ds
${DUSKSCRIPT_TEST_ASSETS_DIR}/fixture_numbers.ds
COMMENT "Packing duskscript test fixtures"
)
add_custom_command(
OUTPUT ${DUSKSCRIPT_TEST_NUMBERS_DSB}
COMMAND duskscriptcc ${DUSKSCRIPT_TEST_NUMBERS_DS} -o ${DUSKSCRIPT_TEST_NUMBERS_DSB}
DEPENDS duskscriptcc ${DUSKSCRIPT_TEST_NUMBERS_DS}
COMMENT "Compiling duskscript numbers test fixture"
)
add_custom_target(duskscript_test_fixture DEPENDS ${DUSKSCRIPT_TEST_FIXTURE_DSB} ${DUSKSCRIPT_TEST_NUMBERS_DSB})
add_custom_target(duskscript_test_fixture DEPENDS ${DUSKSCRIPT_TEST_DSK})
add_dependencies(test_duskscript duskscript_test_fixture)
target_compile_definitions(test_duskscript PRIVATE
DUSKSCRIPT_TEST_FIXTURE="${DUSKSCRIPT_TEST_FIXTURE_DSB}"
DUSKSCRIPT_TEST_NUMBERS="${DUSKSCRIPT_TEST_NUMBERS_DSB}"
DUSKSCRIPT_TEST_DSK="${DUSKSCRIPT_TEST_DSK}"
DUSKSCRIPT_TEST_FIXTURE="fixture.dsb"
DUSKSCRIPT_TEST_NUMBERS="fixture_numbers.dsb"
)
File renamed without changes.
File renamed without changes.
+21 -1
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@@ -8,6 +8,9 @@
#include "dusktest.h"
#include "script/script.h"
#include "console/console.h"
#include "asset/asset.h"
#include "asset/assetdsk.h"
#include "util/memory.h"
static void test_scriptRunsAndPrintsToConsole(void **state) {
scripterror_t error;
@@ -52,10 +55,27 @@ static void test_scriptNumbersAreAllFloats(void **state) {
consoleDispose();
}
// Fixtures load through the asset system now, so ASSET needs a real zip
// behind it - open the packed test.dsk directly rather than the full
// assetInit()/assetInitPlatform(), which expects a real launched engine.
static int duskscript_test_setup(void **state) {
memoryZero(&ASSET, sizeof(ASSET));
threadMutexInit(&ASSET.zipLock);
assert_int_equal(errorIsOk(assetDskOpenFromPath(DUSKSCRIPT_TEST_DSK, &ASSET.zip)), true);
return 0;
}
static int duskscript_test_teardown(void **state) {
zip_close(ASSET.zip);
threadMutexDispose(&ASSET.zipLock);
memoryZero(&ASSET, sizeof(ASSET));
return 0;
}
int main(void) {
const struct CMUnitTest tests[] = {
cmocka_unit_test(test_scriptRunsAndPrintsToConsole),
cmocka_unit_test(test_scriptNumbersAreAllFloats),
};
return cmocka_run_group_tests(tests, NULL, NULL);
return cmocka_run_group_tests(tests, duskscript_test_setup, duskscript_test_teardown);
}