Add production build pipeline (#46)
## Summary - split development dynamic linking from production builds - add headless processed-asset generation - add a separate production CI cache and static Bevy/Rust linkage verification - keep custom debug features enabled for production builds behind a feature gate Reviewed-on: #46 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #46.
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+16
-1
@@ -155,11 +155,26 @@ impl Plugin for GamePlugin {
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}
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}
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/// Registers only the custom asset processors used by CI and release builds.
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/// The processing binary adds this plugin without starting the game.
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pub struct AssetProcessingPlugin;
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impl Plugin for AssetProcessingPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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scripting::importer::FighterScriptImportPlugin,
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fighter::baked_animation::BakedAnimationAssetProcessingPlugin,
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));
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}
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}
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fn wait_for_asset_processor(
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processor: Option<Res<AssetProcessor>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
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if !cfg!(feature = "development")
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|| processor
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.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
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{
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next_state.set(AppState::LoadCommonAssets);
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}
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