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fix(build): a new work folder's second build no longer translates the game again - #2674
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One case to close before this merges; the fix itself does what it says (the second build in a new work folder no longer translates again). The self-produced
The base stamped the pre-lift key, so the changed input safely forced the next lift; this PR stamps the changed-input key over OLD output. |
hckrman101
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Thanks, this is a clean fix and the cause is explained well.
I checked the parts that have to hold for it to be safe:
- The new key matches what the next build computes.
lift_keyhashesimage/hot_pieces.txt, andsplit_hotwrites it during the lift. The cleanup step removessaandprobebut leavesimage/, so the next build hashes the same file.build.pywrites its kept list header from.lift_key(lift_key_of), which now holds the new key, andkeep_translationchecks against the same key throughnonlocal key. So the player'skept_beforepath agrees with the dev path. - Skipping the lift on that key is correct. With
prevequal to the pieces this lift just saved and the same bodies,sticky_splitputs every function back in its own piece. Its largest cost then equals the fresh split's, so the sticky split wins, and each piece is written assorted(names). The relift would write the same C, so the claim in the description holds. A stalehot_pieces.txtthat split_hot dropped as out of balance is handled too: the key now picks up the rewritten file. - The second pass of the cut-short loop still relifts. The key file is removed first, so a key changed by the first pass can't match anything.
- The tests.
test_lift_cleanup_errorcompiles only theif lifted_beforebranch, sokey = lift_key(...)rebinds the key in the test's namespace, and the stub sees exactly onerekeybetweenliftandkey. Thesplitlines()fix intest_lift_cacheis a real fix for checkouts whose path has a space in it.
Re-hashing costs one extra lift_key call (an import walk and hashes of a few files) after a lift that takes minutes anyway, so that's fine.
CI: when I looked, the Python source checks on Windows (both parts) and Ubuntu part 2/2 were still running, along with the Builder package and DLSS/FSR link check jobs. Everything finished so far passes. Good to merge once those are green (Windows part 2/2 currently fails on main on test_psychov35/test_pcache_header_read; those failures aren't from this PR).
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Thanks, @mooki000: you're right, and I missed that window. Taking the whole key after the lift lets a translator file edited mid-lift vouch for C made from the old one. #2686 does what you suggested. It snapshots everything but the lift's own planning files ( |
… game again The lift key hashes image/hot_pieces.txt, split_hot's kept pieces, which the first lift in a work folder writes. The key was taken before that lift and stored after it, so in a new work folder (a fresh worktree, a new install) the next build never matched it and translated the whole game again for nothing: 319 s for a no-op rebuild on Windows, 290 s of it the lift. For players, the first update after a new install did not keep the translation (NotRexed#2324). translate() now takes the key again after the lift and split_hot, from what the next build reads, and stores that one; keep_translation uses it too. tests/test_lift_cache.py checks the order, and that the key before a first lift is not the next build's. It also reads the lift's module list by lines, not by whitespace, so it passes in a checkout whose path has a space in it. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
tests/test_lift_cleanup_error.py runs make_game's fresh-lift branch with stubs; it now stands in for lift_key too and expects the order the previous commit makes: the lift, the key taken again, the key written. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
) **What this is for:** contributors rebuilding from source should not spend another minute drawing the same button prompts. **What is measured:** on an Intel Core i9-13900K running Arch Linux, the finish stage at main `c544828f` took 67.707 and 66.898 seconds; two unchanged runs took 0.603 and 0.651 seconds, and the final head took 0.616 seconds, clearing the run-time files as well. Other work was running throughout. **Not measured:** Windows, a packaged Builder update, a complete compile/lift, or gameplay performance. Refs #2636. ## Problem `nx2/make_game.py` removes the game folder's `prompts` directory and runs `prompt_assets.py` on every build when fontTools is available. Most source edits do not change anything those assets depend on. This avoids drawing unchanged assets; it does not make the drawing itself faster. #2636's A1 plans to measure the finish stage, but its A1–A10 items do not already propose this prompt cache. It complements #2674 and #2675, which address unnecessary retranslation rather than prompt generation. ## What changed - **`nx2/make_game.py`:** source-checkout builds request incremental prompt generation. Packaged builders still regenerate every time, using the finish stage's existing launcher distinction. `RX_RELEASE` cannot distinguish them: make_game sets it for source builds too. Missing fontTools still removes the replacement prompts, keeping the existing fallback to the game's icons. - **`nx2/prompt_assets.py`:** fingerprint the inputs before generating, draw into a fresh sibling directory, and record the successful outputs only if a second fingerprint still matches. Reuse requires both matching inputs and every recorded output's size and SHA-256. **A failed generation still removes the prompts, as before**, so the game shows its own icons. An interrupted builder can leave the previous complete set without a stamp; the next build regenerates it. The drawing, encoding and asset formats are unchanged. - **`tests/test_prompt_skip.py`:** game-free fixtures run the actual finish-stage prompt call and production cache/publication functions, with small authored files and a stand-in for expensive drawing. - **`docs/development.md`:** explain reuse, its limits, and `HOOKSHOT_FORCE_PROMPTS=1`. The force switch follows `env_on`: unset, empty, `0`, `false`, `off` and `no` are off, ignoring case and surrounding spaces. ### What prevents a wrong skip The input record covers: - The four prompt source modules, including controller, keyboard and binding tables. - The game's icon font and optional bold label font, compression dictionary, common texture/layout archives, and matching resource-size table names and contents. - The repository's controller and keyboard fonts, and added, changed or removed PNG overrides. - Python/platform; fontTools, Pillow, ASTC encoder, texture decoder, NumPy, zstandard and archspec availability and versions; Pillow's native library versions and the selected ASTC backend. - Generation parameters and relevant library switches, including `SOURCE_DATE_EPOCH`, `FREETYPE_PROPERTIES` and the encoder's custom CPU definitions. Languages and saved bindings are not build inputs here: the generator uses its source tables, and the runtime applies the selected controls. The output record includes files **and directories**: the keyboard directory itself is a runtime marker. Legitimately absent optional outputs stay absent; a missing, truncated or same-size-corrupted recorded file forces regeneration. The runtime's own compressed copies and control-specific keys are excluded before hashing, not mistaken for generator output. **The files the game derives at run time are still cleared by every build**, including an unchanged hit: their own keys do not cover changes to `host/prompts.c`. Only the known runtime filenames are removed; if one cannot be cleared, the build regenerates instead of keeping on doubt. An unreadable input cannot authorize reuse. The log gives the reason, even if a forced regeneration subsequently fails. A source edited during generation leaves no stamp, addressing the stale-input certification problem discussed in [#2674's review](#2674 (comment)). ## How it was tested 2026-11-12; Arch Linux, kernel `7.2.15-1-omarchy`, x86-64, Intel Core i9-13900K, 32 logical CPUs, Python 3.12.16. Base `c544828ff`; final head `2ec89de8`. No game or GPU program was launched for these checks. ### Finish-stage measurements These execute the real finish-stage statements through completion, including binary/image copies, the unchanged shader-list check, pipeline-list work and prompt generation, in a disposable copy of an existing built game folder. Compilation, translation and shader preparation are not included. They are **not whole rebuild times**. All optional prompt packages were present: fontTools 4.68.0, Pillow 13.0.0, astc-encoder-py 0.1.12, texture2ddecoder 1.0.6, archspec 0.2.7, NumPy 2.5.4 and zstandard 0.25.0. | Run | Source | Finish time | 1-minute load before → after | Top other work | |---|---|---:|---:|---| | Before 1 | `c544828f` | 67.707 s | 7.13 → 7.40 | Existing game 316 → 315% CPU; file indexing 66 → 79%; relay check also active | | Before 2 | `c544828f` | 66.898 s | 7.06 → 8.24 | Existing game 315 → 318%; terminal process about 41% | | First generation with cache | `63d5c965` | 66.400 s | 8.24 → 8.19 | Existing game 318 → 320%; terminal process about 42% | | Unchanged 1 | `63d5c965` | 0.603 s | 8.19 → 8.19 | Existing game 320%; terminal process about 42% | | Unchanged 2 | `63d5c965` | 0.651 s | 8.19 → 8.19 | Existing game 320%; terminal process about 42% | | Changed table source | `681208dd` | 63.147 s | 6.99 → 6.95 | Existing game 320 → 321%; terminal process about 42% | | Regenerate, final head | `2ec89de8` | 65.007 s | 5.77 → 5.86 | Existing game 317 → 316%; terminal process about 43% | | Unchanged, final head, with run-time files present | `2ec89de8` | 0.616 s | 5.79 → 5.79 | Existing game 316%; terminal process about 43% | Other work was running; none was a quiet measurement. CPU percentages are lifetime averages from snapshots, not interval measurements. The first generation is included to show that this is a skip, not a faster drawing algorithm. The unchanged runs print: ```text prompts: unchanged, kept ``` Adding a harmless comment to the button-table source forces a fresh generation: ```text prompts: regenerated (table changed) ``` The comment was removed afterwards. A timestamp-only touch does not regenerate: the key checks content. An additional run on the final head verifies an unchanged hit with all six runtime-derived files present: all six are removed, while the 16 generated originals and the stamp retain their sizes and SHA-256 values. The focused fixture also compares the retained originals byte for byte. The final timing rows above include that cleanup. **Asset parity:** all 16 regenerated files, 274,704,680 bytes, compare byte for byte with a full generation by main `c544828f`. Only the new stamp is excluded. Both sides used the same `SOURCE_DATE_EPOCH` because fontTools otherwise writes the current time into the OpenType header. This comparison setting is not introduced into normal builds. A development cache hit retains the earlier font timestamp; packaged builds retain their old full-generation behavior. ### Game-free checks - **23 focused tests pass** on the final change. They cover unchanged reuse, every input kind, package versions/presence, switch/parameter changes, missing/truncated/same-size-corrupted output, empty directories, clearing runtime derivatives while retaining byte-identical originals, regeneration when runtime cleanup fails, interruption, mid-generation edits, unreadable input, force-switch parsing, incomplete output, publication failure, and the packaged/no-fontTools paths. A non-zero generator result removes prompts for both source and packaged builds; interruption before that result leaves the old set unstamped. - The same unchanged-build test against main's finish stage fails behaviorally: `2 != 1: unchanged finish must not draw the prompts twice`. - Removing each of **18 guards/key components** in memory makes its corresponding behavior test fail on the final change. Three later corrections also fail against the earlier version of this patch: returned failure retained old prompts in both build paths, runtime files survived a hit, and an uncleared runtime file did not force regeneration. The unreadable-input diagnostic has a separate before-fails/after-passes proof. - The whole suite one commit earlier, at `f20ea58b` (before a failed generation was made to remove the prompts again and the run-time files to be cleared), `python -I -B tests/run_all.py --jobs 8`: ```text 472 passed, 0 failed, 20 skipped in 133 s (linux, 8 at once) ``` Load was 7.37 → 19.48. The first full run, at 32 checks at once, was **471 passed, 1 failed, 20 skipped**: a clang++ child compiling `texture_pass.cpp` for `nx2/test_depth_sample_types.py` died with SIGKILL. That fixture and its input trees are unchanged from main. No kernel OOM line was found, so the cause is not established. The complete run with eight workers passes, including that check. The failed run is retained, not counted as a pass. On the final head `2ec89de8` the focused checks, the baseline failure and all guard mutations were rerun, and the whole suite once more with eight workers: **471 passed, 1 failed, 20 skipped in 136 s** (load 11.14 → 22.62). The one failure is `tests/test_release_scripts.py`, `test_nightly_two_runs_at_once_end_at_the_newer_commit`, the intermittent race reported in #2626; this change touches none of its files. - No core dumps were recorded. Nothing generated from the game is in this change. ## Not tested - Windows filesystem behavior or a Windows build. - The packaged Windows Builder or Linux AppImage build/update end to end. Their always-regenerate selection is covered by a game-free test only. - A full compile/lift or a new gameplay run, other CPUs, or gameplay/frame-rate benefits. No screenshots: the regenerated asset bytes match, and no visual change is intended. ## Risks The input list must grow when the generator gains new file dependencies or outputs outside the prompt directory. A regression flags new local module imports, but it does not replace reviewing new file reads. Generation temporarily needs room for both old and new assets. Publication uses completed directories and rollback on a rename error; interruption cannot create a stamped half-set, though a process killed between the two directory renames may require regeneration on the next build. ## Overlaps The open-PR scan found 47 PRs touching one of these files. The actual conflict hunks were read: - **#2151:** adjacent item-button generation conflicts with the finish-stage prompt call/error branch. Preserve both steps and account for added prompt dependencies. - **#2261:** substantive overlap. It adds `--wheel-icons`, another input folder and output outside `prompts`. Keep that work outside this skip or extend the input/output proof and staging; accepting both hunks mechanically is not enough. - #1872, #1958, #2304, #2317, #2430, #2465, #2474, #2478, #2608, #2673, #2675 and #2686 share code files but merged cleanly in the scan. That is not proof that any newly added generator dependency is covered. Assisted-by: GPT-6 Astra Co-Authored-By: GPT-6 Astra <noreply@openai.com> Co-authored-by: GPT-6 Astra <noreply@openai.com>
In a new work folder (a fresh worktree, or a player's new install), the second build translates the whole game again even though nothing changed: 319 s for a no-op rebuild on Windows, 290 s of it the lift. For players, the first update after a new install doesn't get to keep the translation (#2324).
Cause
lift_keyhashesimage/hot_pieces.txt, split_hot's kept pieces, and the first lift in a work folder is what writes that file. The key was taken before that lift and stored after it. So the next build, which now findshot_pieces.txt, computes another key and translates again. After that the key is stable, which is why the problem only shows once per folder.Change
translate()takes the key again after the lift and split_hot, from the files the next build will read, and stores that one.keep_translationuses it too (nonlocal key).Testing
tests/test_lift_cache.py:E:\Hobby Development\...). It now reads by lines. CI's paths have no spaces, so CI was not affected.tests/test_lift_cleanup_error.pyruns the fresh-lift branch with stubs; it now stands in forlift_keyand expects lift → key taken again → key written. Againstmain'smake_game.pyit fails, with the change it passes.mainat 0ec31ff plus this change): in a work folder with nohot_pieces.txtand no key, the first build took 315 s (the lift is needed) and the second 14 s, skipping the lift. Without the change, the second took 319 s.run_all.pyon Windows: every check that readsmake_game.py(52) passes, apart fromtest_cpp_preflight,test_linux_updateandtest_prepare_stall, which fail the same way on a cleanmainhere.Not tested
A player's update through the Builder end to end. It takes the same path in
make_game.py(keep_translation, thenkept_beforewith this key), but I haven't run it through the Builder.Part of the dev-loop proposal's Phase 0 (#2636).
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