CultLib/.github/workflows/cultmesh-portability.yml
Meta Vens 6ed0ff75af Run both halves of the realtime frame parity in CI
The codec's byte parity rests on two vector files written from opposite sides:
`realtime-frame-vectors.json` by the C# reference and decoded by TypeScript,
and `realtime-frame-vectors.ts-written.json` by the TypeScript codec and
decoded by C#. Neither half ran in CI. The TypeScript suite ran nowhere —
cultmesh-ts was not in any job — and the C# test ran nowhere either, because
`cultnet-interop.yml` is windows-latest and main-only and does not filter for
it. A codec that agreed only with itself would have gone green on every push,
which is the exact failure the two-file scheme exists to prevent.

Both now run in the `reactive-and-resource-lifetime` job beside the authority
steps, on windows-latest and ubuntu-latest, for main, codex/** and pull
requests. That job was already the one place the TypeScript side of CultMesh
gets exercised on Linux at all.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 20:21:27 +02:00

140 lines
5.2 KiB
YAML

name: CultMesh portability and performance
on:
push:
branches:
- main
- "codex/**"
pull_request:
workflow_dispatch:
jobs:
getting-started:
name: ${{ matrix.os }} one-command multiplayer onboarding
runs-on: ${{ matrix.os }}
timeout-minutes: 30
strategy:
fail-fast: false
matrix:
os: [windows-latest, ubuntu-latest]
steps:
- name: Check out CultLib
uses: actions/checkout@v4
with:
path: CultLib
- name: Check out the matching Eve contract
uses: actions/checkout@v4
with:
repository: GameCult/Eve
# Eve main is the contract this sample is written against; the codex
# branch this used to pin was never merged and stopped on 2026-08-25.
ref: ${{ vars.EVE_INTEGRATION_REF || 'main' }}
path: Eve
- name: Set up .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 10.0.x
- name: Set up Node.js
uses: actions/setup-node@v4
with:
node-version: 24
- name: Run the documented one-command checkpoint
shell: pwsh
run: ./CultLib/scripts/verify-eve-getting-started.ps1 -EveRoot ./Eve
reactive-and-resource-lifetime:
name: ${{ matrix.os }} reactive semantics and leases
runs-on: ${{ matrix.os }}
timeout-minutes: 30
strategy:
fail-fast: false
matrix:
os: [windows-latest, ubuntu-latest]
steps:
- name: Check out CultLib
uses: actions/checkout@v4
- name: Set up .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 10.0.x
- name: Set up Node.js
uses: actions/setup-node@v4
with:
node-version: 24
cache: npm
- name: Set up Python
uses: actions/setup-python@v5
with:
python-version: "3.12"
- name: Install TypeScript workspace dependencies
run: npm install --no-package-lock
- name: Install Python CultLib packages
run: python -m pip install -e packages/cultcache-py -e packages/cultnet-py -e packages/cultmesh-py
- name: Verify explicit reactive scheduling across runtimes
shell: pwsh
run: ./scripts/verify-reactive-document-scaling.ps1
- name: Measure representative reactive workload
shell: pwsh
run: ./scripts/measure-reactive-document-performance.ps1 -Quick -SkipRuntimeBuild
- name: Churn 100,000 distinct document leases
run: >-
dotnet test tests/GameCult.Mesh.Tests/GameCult.Mesh.Tests.csproj
--filter FullyQualifiedName~Document_OneHundredThousandDistinctLeaseCyclesLeaveNoResourcesOrCallbacks
--logger "console;verbosity=minimal"
# The TypeScript side of the CultMesh authority rules. This job is the
# only one that runs on both Windows and Linux for main, codex/** and
# pull requests: cultnet-interop.yml is windows-latest and main-only, so
# until these steps existed the shared verifier's tests never ran on
# Linux at all, and the browser client's never ran in CI on any OS.
# packages/cultnet-ts verifies both vector files; cultmesh-browser proves
# the browser client reads the shared rules rather than its own.
- name: Verify the CultMesh authority rules with the TypeScript verifier
run: npm run test --workspace packages/cultnet-ts
- name: Verify the browser client against the shared TypeScript verifier
run: npm run test --workspace packages/cultmesh-browser
# The realtime frame codec. Its byte parity rests on two vector files,
# contracts/cultmesh/realtime-frame-vectors.json written by the C#
# reference and decoded by this step, and realtime-frame-vectors.ts-written.json
# written by this codec and decoded by the C# step below. Neither half ran
# in CI on any OS until these two steps existed, so a codec that agreed
# only with itself would have gone green.
- name: Verify the realtime frame codec with the TypeScript codec
run: npm run test --workspace packages/cultmesh-ts
# Both directions of the CultMesh authority vectors: the C#-written
# file (contracts/cultmesh/authority-route-vectors.json) and the
# TypeScript-signed file (authority-route-vectors.ts-signed.json) are
# verified by the C# reference here; the TypeScript side verifies both
# in the step above. CULTMESH_WRITE_VECTORS is never set in CI: the
# committed files are the contract.
- name: Verify the CultMesh authority vectors with the C# reference
run: >-
dotnet test tests/GameCult.Mesh.Tests/GameCult.Mesh.Tests.csproj
--filter FullyQualifiedName~AuthorityProof
--logger "console;verbosity=minimal"
# The other half of the frame parity: the C# reference decodes and
# re-encodes the vector file the TypeScript codec wrote. A fixture
# authored on one side alone would only agree with itself.
- name: Verify the realtime frame vectors with the C# reference
run: >-
dotnet test tests/GameCult.Mesh.Tests/GameCult.Mesh.Tests.csproj
--filter FullyQualifiedName~RealtimeWireProtocol
--logger "console;verbosity=minimal"