`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
213 lines
7.5 KiB
Rust
213 lines
7.5 KiB
Rust
//! Does the DERIVED paint order reproduce the ones measured from the game?
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//!
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//! `compose` uses a measured order for the three builds that have one and falls
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//! back to `derived_paint_order` (a sort on each sprite's layer key) everywhere
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//! else. The doc comment claims the derived order "reproduces both measured
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//! orders up to ties" — this checks that claim against all three, and says what
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//! the ties actually cost.
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//!
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//! cargo run -p sylpheed-formats --example paint_order_audit -- <GP_TITLE.pak>
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use sylpheed_formats::{pak, ui_layout};
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fn measured(names: &[&str]) -> Option<(&'static str, Vec<usize>)> {
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const TITLE: [&str; 24] = [
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"ptlogo1.t32",
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"ptlogo2.t32",
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"ptlogo1.t32",
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"ptlogo2.t32",
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"ptlogo1.t32",
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"ptlogo2.t32",
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"pteff01.t32",
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"ptlogo_tm.t32",
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"pteff00.prm",
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"ptbase2.t32",
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"pteff04.t32",
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"ptloop01.rat",
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"ptloop02.rat",
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"pteff02.prm",
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"ptlogo_back2eff1.t32",
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"ptlogo_back2eff2.t32",
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"ptlogo_back2eff3.t32",
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"ptlogo_back2eff4.t32",
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"ptlogo_back2eff5.t32",
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"ptlogo_back2.t32",
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"ptlogo_back2eff.t32",
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"ptcopyright.t32",
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"ptlogoall_eff.t32",
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"ptlogoall_eff2.t32",
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];
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const SPLASH: [&str; 7] = [
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"palogo_eff0.prm",
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"palogo_gamearts.t32",
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"palogo_gamearts_eff.t32",
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"palogo_seta.t32",
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"palogo_seta_eff.t32",
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"palogo_anima.t32",
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"palogo_anima_eff.t32",
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];
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const MENU: [&str; 16] = [
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"pteff00.prm",
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"ptbase.t32",
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"pteff05.t32",
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"ptloop01.rat",
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"ptloop02.rat",
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"pteff02.prm",
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"ptframe1.t32",
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"ptframe2.t32",
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"pteff10.t32",
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"pteff12.t32",
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"ptbtn01.rat",
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"ptbtn02.rat",
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"ptbtn03.rat",
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"ptbtn04.rat",
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"ptbtn05.rat",
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"ptmsg.t32",
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];
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if names == TITLE {
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return Some((
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"title",
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vec![
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9, 11, 12, 10, 13, 6, 20, 19, 14, 15, 18, 16, 17, 0, 2, 4, 7, 1, 3, 5, 22, 23, 21,
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8,
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],
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));
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}
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if names == SPLASH {
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return Some(("splash", vec![0, 2, 4, 6, 1, 3, 5]));
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}
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if names == MENU {
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return Some((
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"main menu",
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vec![1, 3, 4, 2, 5, 8, 9, 6, 7, 15, 10, 11, 12, 13, 14, 0],
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));
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}
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None
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}
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fn main() {
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let path = std::env::args()
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.nth(1)
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.expect("usage: paint_order_audit <pak>");
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let ar = pak::PakArchive::open(&path).expect("open pak");
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let mut checked = 0;
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let entries: Vec<_> = ar.entries().to_vec();
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for (i, e) in entries.iter().enumerate() {
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let Ok(bytes) = ar.read(e) else { continue };
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let Some(build) = ui_layout::parse_build(&bytes) else {
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continue;
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};
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let names: Vec<&str> = build.elements.iter().map(|e| e.name.as_str()).collect();
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// Every build: how exposed is it to tie-breaking? A tie between
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// OVERLAPPING elements is where a derived order can go visibly wrong.
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let keys_all: Vec<u32> = build
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.elements
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.iter()
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.map(|e| ui_layout::sprite_layer_key(&build, &bytes, e).unwrap_or(u32::MAX))
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.collect();
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let mut tie_pairs = 0;
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for a in 0..keys_all.len() {
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for b in (a + 1)..keys_all.len() {
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if keys_all[a] == keys_all[b] && keys_all[a] != u32::MAX {
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tie_pairs += 1;
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}
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}
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}
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// Of the tied pairs, how many OVERLAP? Only those can paint visibly
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// differently under an arbitrary tie-break. Rect from the declared
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// pivot (= half the sprite for a .t32) at the resting placement.
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let rect = |e: &ui_layout::Element| -> Option<(i32, i32, i32, i32)> {
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let kf = e.rest()?;
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let (w, h) = ((e.pivot_x * 2) as i32, (e.pivot_y * 2) as i32);
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if w == 0 || h == 0 {
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return None;
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}
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Some((kf.x, kf.y, w, h))
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};
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let mut tie_overlap = 0;
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for a in 0..keys_all.len() {
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for b in (a + 1)..keys_all.len() {
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if keys_all[a] != keys_all[b] || keys_all[a] == u32::MAX {
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continue;
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}
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let (Some(ra), Some(rb)) = (rect(&build.elements[a]), rect(&build.elements[b]))
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else {
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continue;
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};
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let ox = (ra.0 + ra.2).min(rb.0 + rb.2) - ra.0.max(rb.0);
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let oy = (ra.1 + ra.3).min(rb.1 + rb.3) - ra.1.max(rb.1);
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if ox > 0 && oy > 0 {
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tie_overlap += 1;
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}
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}
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}
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let Some((label, want)) = measured(&names) else {
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println!(
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"entry {i:2} (no measured order) {} elements, {tie_pairs} tied pairs, \
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{tie_overlap} of them OVERLAPPING",
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build.elements.len()
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);
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// Name them: these are the only pairs whose order can show.
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for a in 0..keys_all.len() {
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for b in (a + 1)..keys_all.len() {
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if keys_all[a] != keys_all[b] || keys_all[a] == u32::MAX {
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continue;
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}
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let (Some(ra), Some(rb)) = (rect(&build.elements[a]), rect(&build.elements[b]))
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else {
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continue;
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};
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let ox = (ra.0 + ra.2).min(rb.0 + rb.2) - ra.0.max(rb.0);
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let oy = (ra.1 + ra.3).min(rb.1 + rb.3) - ra.1.max(rb.1);
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if ox > 0 && oy > 0 {
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println!(" overlapping tie: [{a}] {} x [{b}] {} key {} rect {:?} / {:?} overlap {}x{}",
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build.elements[a].name, build.elements[b].name, keys_all[a], ra, rb, ox, oy);
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}
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}
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}
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continue;
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};
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checked += 1;
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let got = ui_layout::derived_paint_order(&build, &bytes);
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let keys: Vec<u32> = build
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.elements
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.iter()
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.map(|e| ui_layout::sprite_layer_key(&build, &bytes, e).unwrap_or(u32::MAX))
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.collect();
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let exact = got == want;
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// How many adjacent pairs in the MEASURED order does derived get wrong,
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// and of those, how many are between elements sharing a layer key (a
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// tie the sort cannot resolve) versus a genuine key-order conflict?
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let pos_got: Vec<usize> = {
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let mut p = vec![0; got.len()];
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for (r, &e) in got.iter().enumerate() {
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p[e] = r;
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}
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p
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};
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let (mut inv, mut tied) = (0, 0);
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for a in 0..want.len() {
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for b in (a + 1)..want.len() {
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let (x, y) = (want[a], want[b]);
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if pos_got[x] > pos_got[y] {
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inv += 1;
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if keys[x] == keys[y] {
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tied += 1;
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}
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}
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}
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}
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println!("entry {i:2} {label:10} {} elements", want.len());
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println!(
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" derived == measured : {}",
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if exact { "YES" } else { "NO" }
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);
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println!(" inverted pairs : {inv} (of which same-layer-key ties: {tied})");
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if !exact {
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println!(" measured: {want:?}");
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println!(" derived : {got:?}");
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println!(" keys : {keys:?}");
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}
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}
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println!("\n{checked} build(s) with a measured order were checked");
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}
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