Delete src/dusk/rpg, src/dusk/ui, the animation/keyframe modules, the scene subfolders, the chunk asset loader and ./editor, and strip the dependent save slot, scene type, engine and test code so the main binary and tests build again. Add scene/node.c/.h skeleton and move build scripts into scripts/<platform>/. Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
39 lines
1.4 KiB
C
39 lines
1.4 KiB
C
/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "save/save.h"
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/**
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* Points $HOME at a fresh, empty temporary directory and resets the global
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* SAVE state via the real saveInit(). Save tests run against the real Linux
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* filesystem backend (there is no fake/mockable platform layer to swap in -
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* the platform hooks are compile-time macros, not function pointers), so
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* this sandboxing is what keeps tests from touching the real user's
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* $HOME/.dusk/saves. Matches cmocka's CMUnitTestSetup signature - pass
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* directly to cmocka_unit_test_setup_teardown.
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*/
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int saveTestFixtureSetup(void **state);
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/**
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* Recursively removes the temporary $HOME directory tree created by
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* saveTestFixtureSetup and restores the real $HOME. Matches cmocka's
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* CMUnitTestTeardown signature - pass directly to
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* cmocka_unit_test_setup_teardown.
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*/
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int saveTestFixtureTeardown(void **state);
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/**
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* Places a regular file where the ".dusk" directory needs to go, so a
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* subsequent availability check's mkdirp() call fails with ENOTDIR instead
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* of succeeding. Used to deterministically exercise the "device unavailable
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* because its directory couldn't be created" path without relying on real
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* filesystem permission tricks. Must be called after saveTestFixtureSetup.
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*/
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void saveTestFixtureBlockSaveDirectory(void);
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