e5e01e2ac2e6872b68fcb31c490b474896e12eac
5 Commits
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cae0a4bd4c |
fix(lint): the hand-judged clippy sites in library code
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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| c4c914ff59 |
style: rustfmt sweep -- 774 hunks across 154 files -> 0
`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 |
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a2e4dab0ab |
fix(viewer,cli,export): clear the remaining 30 clippy lints
`cargo clippy --workspace -- -D warnings` now exits 0. `cargo test --workspace` still reports 207 passed, 0 failed, 14 ignored across 30 suites — identical to runs 203 and 204, so none of this changed behaviour. The workspace total was 73, not the 48 run 204 reported. `-D warnings` turns a lint into a hard compile error, so `sylpheed-formats` failing stopped its dependents from ever being built: `sylpheed-viewer` (14) and `sylpheed-cli` (11) had never been linted by anyone. Clearing formats in |
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c3758e3850 |
port: land the play-tested work, and only that
Takes the port branch up to |
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65cefa74c3 |
monorepo: one repository for the decoders, the port and the corpus
Some checks failed
Merges the Godot port into the reverse-engineering repository, preserving both
histories -- 1019 commits of corpus plus the port's 31, brought in by subtree
merge and then moved into place so git can follow each file across the rename.
The reason is not tidiness. The two-repo split forced the exporter to depend on
the decoders by pinned revision, and that created a whole class of failure that
now disappears: a sha reachable only from a topic branch, orphaned by a
squash-merge, breaking a fresh checkout silently at build time. It also forced a
live read-only mount of one agent's working tree into another's container, which
is why a contract file could move mid-iteration. With a path dependency, a
decoder change and the exporter change it requires land in the same commit or
not at all.
Canary stays separate: it is a fork tracking upstream.
New structure for the long term:
docs/game/ how the game is NAVIGATED -- menus, modals, prompts, alerts,
and in-game flight. Written so nobody rediscovers it. Mostly
open questions on purpose; the in-game tutorials are the
resource for the flight half.
docs/port/MODDING.md
modding as a constraint on the exporter TODAY, not a later
feature: one logical asset in one file (the disc splits nearly
everything, and resolving that is the exporter's job), names a
person recognises, PNG/OGG/OGV/JSON only, base-and-overrides so
re-exporting is always safe, provenance in every file.
data/base + data/mods
generated tree and drop-in overrides, both gitignored
exchange/ transient inter-agent files, deliberately outside history
docs/agents/ the team protocol
Both the README and the navigation doc lead with the correction that cost the
most: the oracle is the real game under Xenia Canary. Reborn's renderer is a
hypothesis under test, it has been wrong, and treating it as ground truth
propagated into three documents and both agents before a human caught it.
Scripted modding stays possible without being built: no screen name is hardcoded
in GDScript and there is no native code in port/, which is what Godot Mod Loader
needs to be able to substitute behaviour later.
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