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Author SHA1 Message Date
c4c914ff59 style: rustfmt sweep -- 774 hunks across 154 files -> 0
Some checks failed
CI / Native — linux (pull_request) Successful in 32m7s
CI / WASM — Web (pull_request) Failing after 8m3s
CI / Formatting (pull_request) Successful in 50s
`cargo fmt --all -- --check` has failed on every run in this repository's
history, identically on `main` and on every branch. This is #12.

Mechanical: `cargo fmt --all`, nothing else. 154 files, all `.rs`, no other
extension touched. `cargo check --workspace` exits 0 afterwards, so nothing
changed semantically.

ON THE ORDERING, WHICH WAS THE REAL QUESTION.

HANDOFF-2026-09-06 section 7 warns this is the expensive fix: a whole-tree
reformat before #7 and #8 return "would put a conflict in every file of 861
commits and make the reviews those items exist to enable unreadable".

That is measurably too pessimistic, and it had been reasoned rather than
tested. Measured here by three-way merging a rustfmt'd `main` against both
unmerged branches, file by file:

  file/branch pairs tested   32
  merges CLEAN               28
  merges CONFLICTING          4   (8 conflict hunks total)

    sylpheed-cli/src/main.rs      1 hunk
    sylpheed-export/src/check.rs  1
    sylpheed-export/src/screen.rs 4
    sylpheed-export/src/video.rs  2

All four are against `auto/frame-blend-draw-path` only;
`auto/port-p6-audio` does not conflict anywhere. The earlier framing --
154 dirty files, 133 that cannot collide, 21 that can, the collision set
carrying 147 of 774 hunks (19%) -- reproduces exactly. What it did not say
is that most of the 21 still merge cleanly, because rustfmt's edits and the
branches' edits rarely land on the same lines.

So the cost of sweeping now is 4 files and 8 hunks for one branch, against
a check that is otherwise red forever. Deliberately NOT folded into the
WASM PR: 154 reformatted files would make that one unreviewable.

Closes #12
2026-09-08 20:07:01 +02:00
MechaCat02
99f2ef8871 game_data: typed loaders for the combat / character / mission tables
Decode Project Sylpheed's IDXD data model into plain, cloneable structs
(from GP_MAIN_GAME_E.pak; the D/F/I/J/S paks are localized dups):

- Weapon (121), CraftUnit (89, with the AI flight model in .fields),
  Vessel (23, structural component counts), PlayerConfig (24) — the
  full combat balance.
- Character (68 — faction + portrait set), Stage (29 missions:
  location, phases, and the per-stage resource tables it wires up).
- Generic Record / load_records(schema) reads any of the 105 IDXD
  schemas without a bespoke struct.

Each blob = one entity; token[0] names the table, fields are
value-before-key. Named Option<> fields for the common stats + a full
`fields` map; defaulted fields stay None (they're code-resident, not on
disc — honest blanks, never guessed). 8 tests against the real disc.

Examples: iso_map / deep_map census the ISO's formats and IDXD schemas;
dm_extract / dm_rows / dm_roster / mission_map dump the decoded data.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 19:49:21 +02:00